It's not *time* it's *progress*.Yahtzee Croshaw said:There have been several games that have made the connection that, what with players frequently quicksaving and autosaving, death will usually mean nothing worse than using up a few minutes of your time as you're backtracked to a little way before your mistake.
If only it could be done in Farmville, then maybe people would stop sending me requests to water their cropsThe fact that there's no way to die in Kirby's Epic Yarn sparks the old debate in my mind as to whether or not dying needs to be a mandatory risk in every game (save Cooking Mama, I guess, but one could argue that the look in her eyes when you fail to stir the pot on time implies your impending murder).
Really, as piss poor of a plot Next had, I did find myself thinking that this would have made a decent videogame. and actual modern day version of Sands of Time. I also liked Yahtzee's idea from the end of his article, reminds me of Second Sight.Ragnarok2kx said:I always said that Next was basically Nicolas Cage: the Sands of Time
Quicksaves are indeed bad for challenge.BloodSquirrel said:It's not *time* it's *progress*.Yahtzee Croshaw said:There have been several games that have made the connection that, what with players frequently quicksaving and autosaving, death will usually mean nothing worse than using up a few minutes of your time as you're backtracked to a little way before your mistake.
It's the kind of difference that only matters when the game is actually challenging in the first place. Not actually losing progress means that it doesn't matter if you die- you can gain ground one inch at a time without ever having to change tactics or get better at the game. Losing progress means that you have to actually be able to beat some defined chunk of the game to move on. When you can oaf your way through anyway, it stops mattering so much.
This is why I far, far, prefer checkpoint systems to quicksaves.
Not necessarily. Often I use quicksaves to break up levels into tiny areas that, once I've mastered them, I can attempt to put together into one unbroken playthrough with no saves at all. Blood Money, being as open as it were, couldn't really use quicksaves since you could do objectives in any order, and sometimes even part of one objective then part of another. The solution there was to limit the number of quicksaves you had for each mission depending on difficulty.Onyx Oblivion said:Quicksaves are indeed bad for challenge.