CannibalCorpses said:
I haven't played the wave mode you are speaking of but isn't the whole idea of wave battles to see how far you can get in one go? To see how good you are compared to other people on a fair basis(one life, one chance)?
As for checkpoints over free saves, checkpoints make games more challenging. Yes, it's annoying as fuck having to go pick up items everytime you die but that isn't the checkpoint systems fault, it's shitty coding by the developers. The checkpoint system forces you to get better at a game before you can finish it thats all...and the more you play a game before it's end, the more likely you are to buy the next installment. It works on every level as far as i can see but then again, i don't need free saves to finish games...i don't feel hampered by checkpoints...i don't feel challenged by games.
One thing I like about manual saves, is that it allows me to circumvent poor coding by developers.
I don't think I asked my video games to force me to do anything and for my money, you lost the argument at, "Yes, it's annoying..."
Geo Da Sponge said:
Okay, okay, I admit that in a regular single player story mode you should ideally be able to save whenever you want. But isn't a wave/horde mode entirely about the challenge of it, and how far you can get? Seems to me that being able to save along the way with that defeats the point of it. Maybe the Bioshock Infinite version is different in some way, but I assume that either the waves are infinite (it would be fitting, after all) or beating every one is supposed to be a major achievement, and just letting you pick up where you left off defeats the point of that in my opinion.
hermes200 said:
Maybe I am missing something, but... you do realize the new DLC is an arena, right?
You play it to see how far you can get, like a survivor mode in fighting games, or a horde mode in gears of war. There is no point to a save function because there is no point to playing the later half of a match and, if you complete all the waves, you get nothing but a pat on the back. If you die, you get the money and try again... being able to "save scum" beats the propose of the mode.
MHR said:
Savescumming in a survival arena setting completely defeats the purpose of it. Complain all you want but it'll still be true.
Don't even tell me creating and managing your savescum is okay because it in itself requires effort. If you could put forth the same effort to knowing how to play the game you wouldn't need to savescum.
clippen05 said:
I can't understand how anyone could ask for a save feature in a "horde-mode" type game. (That's what the Bioshock: Infinite's DLC is right?) The whole point of the mode is to see how long you can survive. Don't checkpoints make that whole objective rather pointless? This is why I always preferred Nazi Zombies over Gears of War horde mode; starting from a wave other than round 1 feels like cheating to me...
Terminate421 said:
My question is how long does it take you all to just do one wave? Trying to get blue ribbon I understand but...are you not that good at the game? Not being offensive, just asking skill level?
I'm often flowing between skyrails and the ground and decimating people with the carbine
It takes about 40 minutes to do 15 waves.
The first BSI DLC, the only one that's out, is Horde style. There are four maps with 15 waves each. But, instead of each map having a bunch of regular waves followed by a boss wave, every wave is carefully crafted with a wave/map specific challenge. They're called the Blue Ribbon Challenges. So the fifth wave of map A is unique from all other waves, but is the same every time you play Map A, Wave 5. I like some Blue Ribbon Challenges more than others. It's not just about seeing how long I can survive. It's also not about getting the ribbons. I got all the ribbons on the first map in two runs. I still enjoy the challenges.
If I'm in the mood to play a specific challenge repeatedly, the game doesn't really offer that option.
krazykidd said:
PayNSprayBandit said:
In the new Bioshock Infinite DLC, which I was rather getting into, I found that I could not save. It was disappointing, but not nearly as much as when I tried to restart wave 9 only to find out after I selected the option that going back to the last checkpoint meant restarting from wave 1.
So, here's my question: Is there a reason that perfectly simple and readily available technology, that would improve my experience in the game I bought, is being withheld from me? I'm seriously asking. Why would such basic technology, that was in the original Bioshock and improved it, not be in the sequel?
Because the developpers decided that today they are going to decide to piss you off personally .
Seriously , the developpers make their game , you play by their rules . If they decide they don't want to put saves , that's their design choice . They are in no way form or shape required to please you . They decided to make their game ( in this case , DLC ) like that , and you paid money for that . Weather or not you think it's a good design choice is irrelevant , THEY thought it was a good design choice , and that's all that matters ( as long that the game isn't broken ).
[small]
OR you know , you could whine about it and make a petition for the ability to save .[/small]
I didn't start a petition about save functions. That would be silly. I didn't start a protest. I asked for an explanation about the disappearance of a function I liked, from a franchise I've been enjoying. I created this thread because I genuinely wanted to know why there is a feature that, it seems to me, would obviously improve a video game I bought, but that was left out of it.
I was just interested in an answer. But since you brought it up, whether or not I think it's a good design choice could not possibly be more relevant. I am the consumer. Without the consumer there is no game and the developers have no jobs. Publishers don't give me their games for free. I pay for my entertainment. Their whole job is to please me. No developer is required by law or morality to make a game that I will enjoy. However, if they're hoping for my business, they had better make what I want or they aren't going to get it.
I like to have as much control as possible over how and when I save in a video game, because it allows me to shape my experience to be what I will most enjoy. Since the pursuit of enjoyment is my motivation for playing video games, I have every reason to make the inclusion of a good save function a part of the criteria by which I purchase a game; and, effectively, demand that it be put into games.
This is capitalism. The consumer has the power. So long as I vote with my wallet and buy only the games that have the features I like, I encourage the creation of games I will enjoy. Before I decide to actively avoid games that have no proper save function, as I do games that have Quick Time Events, I wanted to hear if anyone had any thoughts on why I may have misjudged the situation. Basically, I was looking for a justification; a reason why I should be interested in buying a game despite its lack of this functionality.
So far I haven't heard anything convincing.
Samantha Burt said:
I think Shamus did an article about this, explaining why it's actually a lot harder to do any-time saving than you would believe.
Here it is
Difficulty isn't a completely unreasonable argument, but the game doesn't even have an auto-save when it teleports you back to the weapons room between waves in case of a mishap/emergency. On top of which, this mechanic is important enough to my experience that I don't think I'm being unreasonable by demanding it, particularly from a production as big as Bioshock Infinite.