I was going to point out the same thing, but then remembered a friend of mine refusing to buy the game (no matter how much I praised it) precisely because he didn't want to be under that kind of pressure. He wanted the leniency of being able to fuck up. You could argue that goes against the nature of the game, and make a fine case for that idea, but it does strike me as unnecessary to force this uniformly on all players.Innegativeion said:Dark Souls is pretty much entirely built around the player dying, being punished, and learning from the experience. Removing the death penalty removes a major thematic asset to the entire game.Genocidicles said:There is one actually. To stop save-scumming. To stop the player reloading a save over and over again until they get their desired outcome. It gives weight to the gameplay. Dieing in Dark Souls is a big deal because you might actually lose stuff if you're not careful.4RM3D said:There is no reason not to have multiple save slots.
Obviously not every game needs that though. I don't know about Bioshock Infinite but Tomb Raider can't be abused with save-scumming, so I don't see the point of only having one save in that.
Well I *would* say that's the nature of the game, and that Dark Souls probably just isn't for him. It's specifically trying to convey an experience he specifically doesn't want a part of.SwimmingRock said:*snip*
That is entirely beside the point.Dirty Hipsters said:snip
So no one in their right mind would work to give people an option they want which would make the game more enjoyable for them? That's absolute and complete bullshit. There's TONS of things that developers put into games that may "clash" with their intention for the game, but they do it anyway to make the game more enjoyable for people, or to reach a wider audience.Trippy Turtle said:That is entirely beside the point.Dirty Hipsters said:snip
What I am trying to get across is why the hell would a developer add bother adding in the first place, when it would be used to play the game in a way the dev didn't intend?
I'm not arguing whether or not its a good feature. Simply that nobody in their right mind would put in the effort to add something that would possibly take depth or difficulty out of their game.
No, you can change it mid game. Believe me - I did it.4RM3D said:But you can only change the save slot when starting a new game, no? You can't change mid game, thus the problem still exists.CloudAtlas said:No, you can tell the game to auto save in any of the 3 slots. If you change the auto save slot, the previous earlier save is kept.4RM3D said:But the game auto saves in 1 slot only. The other 2 slots are for new playthroughs.CloudAtlas said:Tomb Raider has 3 save slots. At least on PC.
Well, the devs could have explained it better then. Heck, if they give you the option, they might as well remove the 3 slot limit.CloudAtlas said:No, you can change it mid game. Believe me - I did it.![]()
ARGH! Maddening! I detest games that don't realise what a pain this is. If you're going to have areas that will be shut off, give us a clue - especially where the path forks, otherwise you end up feeling like you're taking a 50/50 chance on missing something great or crucial, and feel like you need to have an FAQ to stop you missing out due to a lack of psychic powers or intuition.rhizhim said:it sucks, especially when you cant back track. resident evil 6 does that too.
you think "oh, hey i need to go here, but first i am going to explore over there for ammunition and stuff"
well to bad, ************! turns out "over there" was the real way to progress the story.
and god damn i hate that.
I'm going to save now, then ask you to marry me - that way I can reload the save if you say no, and preemptively punch you in the arm. You've summed it up really, I can't understand why people are crusading against save systems, which primarily are there for convenience and safety (taking a break to prevent RSI and embolisms perhaps, as well as the wealth of bug potential) and I can only assume you're right, and that people are seen to be DOING GAMING WRONG.Gladys Knight said:And what do we lose?
Protection from corrupted saves.
Multiple people in a household enjoying a game.
Protection from bad game design.
Protection from bad game pacing.
Protection from lack of level select options.
Smart.
This to a limited extent seems to be what different profiles can be useful for. That said, with how darn clunky the 360's sign-in system is (reloading the whole game with every signin/out, if you don't know exactly what is on which profile, then you'll be there for 10 minutes or so trying to figure it out. It's not an ideal solution, especially when there can also be DLC issues (I'm sure at least some titles are profile-locked for DLC, I may be wrong) and progress-unlock issues when there is one profile that's unlocked x y and z and person 2 doesn't have time to spend 20 hours unlocking it also.Palmerama said:One of the reasons I like multiple save slots is that when my brother comes over for a gaming fix & a break from the kids he plays on my Xbox and the games he wants to play. A house with only 1 console & more then 1 person playing makes sense to have multiple saves.
Oh please, consoles had nothing to do with it. Don't go blaming consoles every time something happens that you don't like.tsb247 said:This is something that I hate. I blame consoles because this feature didn't start showing up on PC titles until developing on consoles and porting to PC became common. It used to be standard for PC games to have a save menu. Now it is rarely seen, and checkpoints and auto-saves are the new norm. Then again, some developers do it on purpose to prevent players from having it too easy. Either way, I can't stand not having a good old-fashioned save system where I can save when and where I want!
I mainly hate it because I can't play the game the way I want or replay my favorite parts easily.
Why do some people get up in antsies over how someone else who they have never met, will never meet, and that will never affect them plays their own property in the privacy of their own home?There is one actually. To stop save-scumming. To stop the player reloading a save over and over again until they get their desired outcome. It gives weight to the gameplay. Dieing in Dark Souls is a big deal because you might actually lose stuff if you're not careful.
Obviously not every game needs that though. I don't know about Bioshock Infinite but Tomb Raider can't be abused with save-scumming, so I don't see the point of only having one save in that.
Shocksplicer said:Oh please, consoles had nothing to do with it. Don't go blaming consoles every time something happens that you don't like.tsb247 said:This is something that I hate. I blame consoles because this feature didn't start showing up on PC titles until developing on consoles and porting to PC became common. It used to be standard for PC games to have a save menu. Now it is rarely seen, and checkpoints and auto-saves are the new norm. Then again, some developers do it on purpose to prevent players from having it too easy. Either way, I can't stand not having a good old-fashioned save system where I can save when and where I want!
I mainly hate it because I can't play the game the way I want or replay my favorite parts easily.
OT: Yeah it's annoying. To be fair though, some games don't need multiple save spots, for example they wouldn't affect Bioshock Infinite in any way. I would, however, like to be able to save anywhere in Infinite, as the game tends to send me back an unreasonable amount.
/Agreeamara2021 said:This. This so much in Bioshock Infinite. They got me with this twice already and then locked a fucking gate behind me to boot. Any linear game with collectible items like voxophones and RPG elements should not deprive players opportunities to collect them. It's like they don't even want me to find them since they keep shoving huge blinking mission objectives in my face every time I stay in one area for more than 60 seconds. It took them years to design every single nook and cranny of this gorgeous game and I'm damn well going to take the time to fully appreciate all of it.rhizhim said:it sucks, especially when you cant back track. resident evil 6 does that too.
you think "oh, hey i need to go here, but first i am going to explore over there for ammunition and stuff"
well to bad, ************! turns out "over there" was the real way to progress the story.
and god damn i hate that.