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I'm just going to say that I've never seen anyone playing SS2 say "gosh, I wish there were no manual saves in this game, they really ruin the immersion for me".
Actually, restrictive saving has the potential to increase immersion, as the one thing you should absolutely feel in a survival horror is a fear of death and the creatures that cause it.
Some of us are grown-ups with things to do besides just playing video games, so the ability to save at any time is essential.
Furthermore, checkpoint-only save systems invariably lead to screaming frustration by players who aren't as good at some parts of the game as the developers demand that they be.
And people with mature minds can create that for themselves by NOT SAVING. People with weak minds must have it imposed on them.
good example would be AvP - no saves added some extra adrenaline kick first, but that quickly turned into frustration after losing a lot of progress a couple of times. Hitman is the same - while I like the first game a lot, the complete absence of saves made it a bit frustrating sometimes -
still looks like a lot of pain for no good reason. anyway
And people with mature minds can create that for themselves by NOT SAVING. People with weak minds must have it imposed on them.Some of us are grown-ups with things to do besides just playing video games, so the ability to save at any time is essential.Furthermore, checkpoint-only save systems invariably lead to screaming frustration by players who aren't as good at some parts of the game as the developers demand that they be.
Checkpoint based saving has some advantages but quite a few downsides too, like Zylonbane, voodoo47 and Nameless Voice pointed out
if you don't get it right, you will end up annoying and scaring off lots of people
futilely trying to argue
For every single game you can name that did checkpoints right, there are hundreds that did it wrong.
you act like it's this holy mechanic of gaming that will instantly elevate any and every game.
Please try and have more perspective before launching arguments like this.
the simple matter is that it is a lot more work to implement checkpoint-based saving properly than it is to just allow the player to save anywhere.*Lists stuff that make checkpoints a challenge to design*
So, I have to ask: are the potential benefits (more tension, more challenge) worth spending the extra time doing checkpoints properly to avoid all of these issues?
Why is it that many people want it (manual saving) removed entirely?
What's stopping you from not saving? Nothing. As Zylon said, it sounds like many people could only do it, if it was forced on them.
My vote: Save anywhere + an Auto-save whenever you enter a new level.Checkpoints are of limited use to me as, sometimes, I only have a few minutes in a day to play a computer game.
I wonder if it's possible to find a good middleway. Letting the player theoretically safe at anytime but discouraging overuse - like putting a ressource price tag on it. In a game like DX or SS, that could be energy. In addition using more then a certain number of savegames might prevent getting an achievement.
I don't think anybody actually reads anything I type. What downsides did ZylonBane point out? I just shot them down with objective counters, hence not reading or choosing to be ignorant.This applies to all aspects of game design. If you place too many enemies in a room. If you don't make things consistent. If you make a game with a controversial story, you'll end up annoying and scaring off a lot of players. Can people provide actual valid points please if we are to do this.Yes, very futile, because:“The hardest thing to explain is the glaringly evident which everybody has decided not to see.”Even if that were true (its not, what a ridiculous claim) I don't see how it is relevant. How does one debate when words are placed in his mouth? I've already mentioned in the other thread that not all game types need this exact system.Oh, I'm the one that needs to get some perspective? That's ironic.
Such a system misses the point, the point as explained here (again same post as posted above): https://www.systemshock.org/index.php?topic=8402.msg96357#msg96357
without listening to the counter points or giving canned responses like "but games have a suspend option""
I did mention Nameless Voice too, and he gave a list of problems you didn't refute.
experiment with different strategies and that, imo, begs for a 'quicksave anywhere'-system
How in the world are points that show how checkpoints can go wrong irrelevant to a discussion about checkpoints vs. save anywhere thread? :rolleyes