Halo Fanboy said:
kouriichi said:
So your saying, insted of being able to try several different tactics in one situation is cheating? You arnt erasing all your mistakes by using quick saves.
Would you like to start 30 minutes back at your last save because one random jackoff got a lucky grenade thrown? You arnt remove the challange.
THE CHALLANGE IS STILL THERE! You arnt changing the amount of enemys, theyer weapons, or theyer skill by having a quicksave system. The challange isnt changing. Your just letting someone try to beat it a few times.
And you forget there are just as many casual gamers as there are hardcore. Not everyone wants a challange. Just because your a good player, doesnt mean every other person who owns the game is.
Fine. Lets test this theory of yours. Go play STALKER Shadow of Chernobyl. Your only allowed to save 10 times throughout the enire game, your not allowed to use the quick save feature, and to top it off, you have to play it on normal or hard difficuly.
^Do that, and upload it, and tell em the game doesnt NEED a quicksave feature.^
Your first sentence doesn't make any sense. But here's conterpoint to saves not removing challenge: Who is more skilled between a guy who gets the highest score in Mars Matrix and the guy who gets the same score but constantly uses save states? Being able to perform consistently is part of being skilled. Otherwise you might just get lucky and kill a boss without mastering his pattern.
You must have missed where I suggested that Kaizo SMW is a prototypical example of a game where unlimited saves is balanced by general difficulty. So save limits should more forgiving in a difficulty game and vice versa. So if STALKER is that difficult than it could be balanced by having a low cost for saves but an even better idea would be not making a luck based, impossible to predict piece of shit game in the first place.
Saves aren't vital. See any Arcade or NES action classic. But then again, I would gladly play Mario or Contra or Ikaruga or any Cave game over from from the start a thousand times when you can hardly stand being a few minutes back in STALKER. The Enormous gap in quality between arcade games and modern single player retail couldn't be more apparent.
Whoops. Sorry. i was talking to my friend at the time. i Ment "So your saying that getting to try several different tactics for one problem is cheating?"
But the thing about it is, these games arnt as simple as, "I miss jumped". Because theyer AI now, you have to rely on luck sometimes. In STALKER, the enemy AI will flank you, throw explosives, or wait in cover for you to pop your head out.
You also forget that games these days are 100s of times longer then before. There are hundreds of more encounters you have to go through. You cant compair a game like TES Obivion on Mario or Contra, because theyer to different. For games like Oblivion its almost needed because of all the things you can encounter.
And limiting saves is just a horrible idea. What happens when you exhaust your saves because your having a busy week? What if your playing a game that takes a minimum of 20 hours to beat, but you only get to play it for an hour at a time? Just give up all the progress you made in that hour because you dont want to waste a space?
You have to think about 3 things. How its going to look to the masses, how its going to be in practice, and how it will effect the gamers.
It may sound like its going to make the game harder, but its not. All your doing is causing people to lose hours of gameplay because they dont want to waste a save. And for the casual players, the game would be impossible, becasue they dont game for long tracks of time.
Your game wouldent sell to half the community if its just "FOR THE MOST HARDCORE HOUR GRINDING PLAYERZ EVER!!!" ((not anger caps, just did it for humor.))
Its an idea the appeals to you, and really only you. Limit your own saves then. Dont put it in a game that would ruin it for the masses.