Retros_x
Adventurer
You state further below that you only play one genre. Maybe it has a place in other genres?Savepoint is an abyssmal legacy from old Nintendo style gaming that has no place in the modern world .
Last edited:
You state further below that you only play one genre. Maybe it has a place in other genres?Savepoint is an abyssmal legacy from old Nintendo style gaming that has no place in the modern world .
I think the designer is fine with that. If you try to design a game that everyone likes you will fail.To be really blunt, I don't care how much the designer wants a game to be played a particular way; it how they've mandated saving be done annoys me, I'm just not going to play it.
Its not a really good criticsm if you can't imagine why someone did something and you just moan because it bothers you and you somehow think your experience is universal. You don't need to be a fanboy of a game to be annoyed by that.I think a lot of this arrogance is fed by the fan boys over the past 20 years. For some reason, in their minds, any decision the developer makes is the right one, as if they are infallible gods. And even polite constructive criticism or disagreement is met with flaming and venom.
Its not a really good criticsm if you can't imagine why someone did something and you just moan because it bothers you and you somehow think your experience is universal. You don't need to be a fanboy of a game to be annoyed by that.
At least in my bubble its vice-versa, devs get criticized and attacked to hell as if they attempt to naughty word in the garden of the "critics". I personally always have a weak spot for creative people that try to survive in a world where you have to capitalize on your creative output, just to get attacked on reddit.
Yet, somehow any number of modern games do not so. Thats not a proof for anything. If its not a technological challenge - why would not every game do so? And yes with turn based games its easier for the reasons I stated.
I also never said its a prohibitive case. Just that its more difficult and thus costs more resources in development. Time and money that could spent elsewhere.
Also if checkpoint system is done well - it delivers a benefit for players. Its just more convenient. I am currently replaying The Last of Us Part 1 & 2 and the checkpoint system is done so well, I never use the manual save. The checkpoints are at the perfect spots and even in the middle of encounters when for example reinforcements arrive or a big baddie went down but there are still some enemies left. You CAN save manually, but I never felt the urge to do so. Whenever I might want to save I open the menu and see down there a text: "Last checkpoint X minutess ago" and very often it says "less than 1 Minute ago".
I think the designer is fine with that. If you try to design a game that everyone likes you will fail.
I don't like how you use "mandate" as if a designer is some sort of prohibiting politician just because they aim for a specific experience. If you don't like that experience, its fine, but don't act like they force themselves upon you.
Yeah the whole notion of the save/reload at any time "savescum"-style approach is like, my generation and older, really, maybe a little younger, down like 35 or so. It's also PC-specific, for the most part - very few console games have ever had that. The vast majority of have used savepoints and checkpoints. It also didn't really appear until the 1990s. The first game I can remember actually utilizing save/reload for anything but recovering from death (i.e. "savescumming") is 1993's Doom. After that it became very common for a decade or so, before starting to become increasingly rare as consoles dominated the gaming scene.I am currently replaying The Last of Us Part 1 & 2 and the checkpoint system is done so well, I never use the manual save.
Ok, wow, I didn't realize. Save points in the world have been a common mechanism across a wide variety of games since at least 1987/1986 with Legend of Zelda (and then Final Fantasy 1). The earliest known save game mechanism was a save-and-quit mechanism in The Dungeon in 1975, and most games had either no saves beyond high scores (or possibly unlocks) until some time in the 1980s. The first game which allowed you to just reload was actually a little earlier - Pop and Chips (a forgotten platformer, not the snack), which I believe let you save between levels, in 1985. But re: save points, they've been common in quite a variety of games - starting with JRPGs but then branching out (and they're not uncommon in Western games).Then its a non-issue. But since those were the only games I ever played with save points...
I think you maybe confused re: the point being made. People aren't saying it's always a "processor overhead" or that it's impossibly technically hard (though it does require resources which could be devoted to other things in both cases - hardware and development) or something. They're saying it requires you to design the game in a specific way, and a lot of games aren't designed that way because it's not, like, beneficial to them. With turn-based games, it's usually trivial to implement it (not always, but usually), esp. as the game probably autosaves every turn anyway. So if it's not present, it'd be an intentional design decision to specifically stop that. Some turn-based games attempt to save-scumming another way, which is to use a numerical "seed" for each turn, so if you do the same things in the same order, the same exact things will happen. Sid Meier (I think - maybe another Firaxis guy) explained that this was to prevent players driving themselves mad by trying to reload and hoping the numbers came up different next time (instead using different tactics will mean a different result even with the same seed).I can also name a number of non-turn based ones that do so, not all of them AAA games, so its going to be a hard sell its that heavy an overhead..
This is a pretty hilarious and silly thing to say. Do you really think it advances your argument?However, if enough customers ask for something, it's usually a good idea to at least consider the idea, and not just default to sending your fanboy attack dogs after anyone who doesn't fall in line.
Ok, wow, I didn't realize. Save points in the world have been a common mechanism across a wide variety of games since at least 1987/1986 with Legend of Zelda (and then Final Fantasy 1). The earliest known save game mechanism was a save-and-quit mechanism in The Dungeon in 1975, and most games had either no saves beyond high scores (or possibly unlocks) until some time in the 1980s. The first game which allowed you to just reload was actually a little earlier - Pop and Chips (a forgotten platformer, not the snack), which I believe let you save between levels, in 1985. But re: save points, they've been common in quite a variety of games - starting with JRPGs but then branching out (and they're not uncommon in Western games).