The incentive to push on in a game or come back to it should be to continue one's enjoyment, not to avoid the frustration of having to play through the same areas again. As I said before if the only thing keeping you going is to avoid having to do the same thing over again, the the game has much deeper problems than the save system. There's a difference between enjoying something and just putting up with it. If you never got back to Doom 3, that's suggest you found the game unfun and saw no reason to coninue, not because you could save anywhere and forgot about it. If it really is the latter you must have some of the worst ADD I've ever seen.Serenegoose said:To me the tension was already at maximum, however with limited saves I had 2 choices. 1: quit, and lose progress, or 2: push on the 10 mins or so it'd take for me to find the next save point, having made some progress. In games with infinite saves there's a third option. Save and quit then and there, losing no progress, and having no incentive to push on - consequently, I'd save, quit, and almost never return to the game, as I'd lose interest, saving and quitting 10 or so times down the length of a single scene, making painstakingly slow progress.archvile93 said:Maybe I'm just not very philosophical, but that makes not sense to me whatsoever. It was so tense it needed to be less tense and limiting saves did that? Seems like that would make it more tense to me.Serenegoose said:You misunderstand. I found the game too tense to continue without limited saves. It was too effective at conveying horror for me to proceed without something to push me onwards. The only way to resolve that problem for me would be to make it less scary, which is hardly what a good horror game should do.archvile93 said:If a game has to limits its saves to encourage you to keep playing, I think it has much more severe problems than how the save system should work.
There's 4 games I consider truly scary that I've played. I'm aware most people consider all but one of them games based on cheap scares, but that's not relevant.archvile93 said:The incentive to push on in a game or come back to it should be to continue one's enjoyment, not to avoid the frustration of having to play through the same areas again. As I said before if the only thing keeping you going is to avoid having to do the same thing over again, the the game has much deeper problems than the save system. There's a difference between enjoying something and just putting up with it. If you never got back to Doom 3, that's suggest you found the game unfun and saw no reason to coninue, not because you could save anywhere and forgot about it. If it really is the latter you must have some of the worst ADD I've ever seen.Serenegoose said:To me the tension was already at maximum, however with limited saves I had 2 choices. 1: quit, and lose progress, or 2: push on the 10 mins or so it'd take for me to find the next save point, having made some progress. In games with infinite saves there's a third option. Save and quit then and there, losing no progress, and having no incentive to push on - consequently, I'd save, quit, and almost never return to the game, as I'd lose interest, saving and quitting 10 or so times down the length of a single scene, making painstakingly slow progress.archvile93 said:Maybe I'm just not very philosophical, but that makes not sense to me whatsoever. It was so tense it needed to be less tense and limiting saves did that? Seems like that would make it more tense to me.Serenegoose said:You misunderstand. I found the game too tense to continue without limited saves. It was too effective at conveying horror for me to proceed without something to push me onwards. The only way to resolve that problem for me would be to make it less scary, which is hardly what a good horror game should do.archvile93 said:If a game has to limits its saves to encourage you to keep playing, I think it has much more severe problems than how the save system should work.
So yeah, ADD. I can't think of any other reason someone wouldn't finish a game they enjoyed.Serenegoose said:There's 4 games I consider truly scary that I've played. I'm aware most people consider all but one of them games based on cheap scares, but that's not relevant.archvile93 said:The incentive to push on in a game or come back to it should be to continue one's enjoyment, not to avoid the frustration of having to play through the same areas again. As I said before if the only thing keeping you going is to avoid having to do the same thing over again, the the game has much deeper problems than the save system. There's a difference between enjoying something and just putting up with it. If you never got back to Doom 3, that's suggest you found the game unfun and saw no reason to coninue, not because you could save anywhere and forgot about it. If it really is the latter you must have some of the worst ADD I've ever seen.Serenegoose said:To me the tension was already at maximum, however with limited saves I had 2 choices. 1: quit, and lose progress, or 2: push on the 10 mins or so it'd take for me to find the next save point, having made some progress. In games with infinite saves there's a third option. Save and quit then and there, losing no progress, and having no incentive to push on - consequently, I'd save, quit, and almost never return to the game, as I'd lose interest, saving and quitting 10 or so times down the length of a single scene, making painstakingly slow progress.archvile93 said:Maybe I'm just not very philosophical, but that makes not sense to me whatsoever. It was so tense it needed to be less tense and limiting saves did that? Seems like that would make it more tense to me.Serenegoose said:You misunderstand. I found the game too tense to continue without limited saves. It was too effective at conveying horror for me to proceed without something to push me onwards. The only way to resolve that problem for me would be to make it less scary, which is hardly what a good horror game should do.archvile93 said:If a game has to limits its saves to encourage you to keep playing, I think it has much more severe problems than how the save system should work.
System Shock 2
FEAR
Doom 3
Dead space.
The first 3 I could save anywhere on. Despite enjoying them on the rare occasions I was able to make progress, their atmosphere creeped me out sufficiently that I'd end up just loading the game, walking down a corridor, saving it, and quitting it before anything happened because the tension was too high for me to get past. I have never finished these games. In the case of system shock, I've never got off the first level.
In dead space, a game with limited saves, I'd load up, and get down to the end of the corridor, by which time I'd probably be already pretty creeped out because I am a colossal wimp - but I was able to steel myself into at least progressing to the next save point, because it was marked out for me - it was like a little landmark of safety I could convince myself to work towards. Now you can argue that theoretically 'I wasn't having fun' or other such nonsense which would fly in the face of my experience, which is that dead space is one of my favourite games. It had limited saves. The others did not. I had fun and finished the game. I did not finish the others. Theory all you want, that's the facts.
The whole point of Futbol is to use your feet so... you really don't have a point.Halo Fanboy said:You should be pissed at developers then because they are defining all the possible ways you can play as soon as they make the game. Are you going to be mad at soccer because you can't use your hands.gphjr14 said:This it pisses me off when someone trys to dictate how I play a game. As long as I'm not interfering with someone else's fun leave me be.
Once reason I played Uncharted 2 less. If I wanna quit GTFOver it don't penalize me. Why? because all it led to was rampant AFK players that DID ruin other peoples experience because then they had to quit co-op modes where there was no time limit and completion required teammates to all reach the checkpoint together.
I don't see how choosing when you can save ads to a challenge. Pausing the game probably like in Onimusha during do or die puzzles, you couldn't pause the game. But unless you're strapped for electrical sockets there's nothing to stop me from pausing the game and just walking away.
Games like MGS 4 have very limited saves but it just makes it annoying not challenging. Some people have real life shit to do and can't spend 2-3 hours strait playing a game.
As for the challenge of limited saves; see the post above this one.
For having to quit for some reason; see my second post in the topic.
Saving is technically a game mechanic but only in the most loose and strict terms (it's a part of the game but not nessercarily a part of the gameplay, there is a huge difference).Halo Fanboy said:In Guilty Gear if you commit to a move and want to take it back you have to use a roman cancle which cost meter. The precedent for taking back previous movements for a cost is already set.
And saving is a game mechanic. Moderating your amount of saves can contribute to a game's complexity in the same way you monitor health, lives, points till next extend ect.
Exactly. I only save games when I'm done playing because it would be stupid to replay everything just because I didn't want to play anymore.Sober Thal said:If you don't want to save, don't.
Your problem is solved!
Leave the rest of us alone please.
Save systems effect the way the game is played. A game with limited saves will have players taking less risk and taking straighter routes to an objective which will be balanced by side paths having more valuable treasure. Games with unlimited saves will have less valuable items in side paths because getting them is less risky. These same balancing decisions would be implemented if the character you play has increased strenth as opposed to unlimited saves.Iron Mal said:Saving is technically a game mechanic but only in the most loose and strict terms (it's a part of the game but not nessercarily a part of the gameplay, there is a huge difference).Halo Fanboy said:In Guilty Gear if you commit to a move and want to take it back you have to use a roman cancle which cost meter. The precedent for taking back previous movements for a cost is already set.
And saving is a game mechanic. Moderating your amount of saves can contribute to a game's complexity in the same way you monitor health, lives, points till next extend ect.
About 'contributing to a game's complexity', the most memorable and fun games in the past have usually been the kind that are the simplest to pick up and learn to play (simple but effective). The more things you demand a player to keep track of in the metagame at the same time (so things such as health, ammo, saves, unit/ability cost/cooldown time etc.) the harder it usually is for the player to become immersed in a game.
Essentially this. It really does depend on the game.Serenegoose said:I think this is a pretty complex problem, because being able to save anywhere can effectively remove the tension from any scene. However, I think it ultimately should be player choice. I dislike rules that say 'you have to experience the game this way' because I bought the thing, I'll experience it however I damn well please. Thing is though, I liked Dead Spaces approach from a tension standpoint. To me the save points were so perfectly balanced that it encouraged me to always push on through a scary segment and get the most of it, whereas in games that are more or less similar like Doom 3, I'd just save and quit - never getting through the game, because I could 'always come back to it later' whereas losing progress in Dead Space meant that if I wanted it to be worthwhile I had to push onwards. That's where I think the complexity comes from - but I think that overall being able to save wherever you want is best because there's just too many variables for any other solution to be workable - especially since that 'checkpoint' system only works well in a horror game. I know that getting through a scene in say, call of duty, and then being grenade exploded just before a checkpoint irritates the crap out of me.
That makes no sense. Competetive games don't have saves at all.Gethsemani said:It works wonders in competitive games and games with plenty of challenges (fighting games and older FPS-games with scores come to mind
I'll have to take blame here for being to fever-ridden when I wrote that to find the right word (and not realizing I've used the wrong). I don't mean competitive, I mean challenging.Halo Fanboy said:That makes no sense. Competetive games don't have saves at all.Gethsemani said:It works wonders in competitive games and games with plenty of challenges (fighting games and older FPS-games with scores come to mind
I doubt that a save limit would be the deciding factor on the game's layout or implimentation of balance (the shotgun in Doom 3 wasn't weakened because you had a quicksave feature, it was because they wanted to make close combat a more preferable option).Halo Fanboy said:Save systems effect the way the game is played. A game with limited saves will have players taking less risk and taking straighter routes to an objective which will be balanced by side paths having more valuable treasure. Games with unlimited saves will have less valuable items in side paths because getting them is less risky. These same balancing decisions would be implemented if the character you play has increased strenth as opposed to unlimited saves.
A more dramatic example would be Final Fantasy with save states:
Always able to travel safely.
Always able to get critical hits.
Always able to get any random drop you want.
Always able to get any random battle you want.
And what you said about complexity is pattentedly false. The oldest board game still played is Go and numerous books have been written about that. Complexity is the way games get longevity not simplicity.