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They were irrelevant to the point he was arguing, which was "why I think save anywhere is best for most types of games". Just because some developers fuck it up or miss the point, doesn't mean the system itself is inferior, it means the developers were incapable. How is that not obvious? Who in the hell does place a checkpoint before an unskippable cutscene? The concept of restricted saving didn't force them to do it.
the problem is substituting a save anywhere system with a checkpoint based system takes extra effort and there's only so much developers will be able to work for a game which often has corporate deadlines and targets to meet. If we go down that route we can start asking questions like "Why don't more games have visual character customization?", "Why don't more games have RPG elements?", "Why can't we ride animals in all games having them?" etc.
Why not just resist the urge to save though, if that's your chosen play style? Makes no sense to me.
But I tend to agree with those who say that for SS/DX a checkpoint-only system would not be desirable
meone saying to me that the only way they can resist drinking alcohol, is when there's no alcohol left in front of them.
So if that's the point of a checkpoint based system, how are you going to convince people that it's worthwhile since it brings several risks along with it? Don't mention your mod's difficulty mode, I don't think many have tried it( I did upto Hell's Kitchen and while the checkpoint placement was not bad, I lost interest at around that point), instead think about how a designer in general would be able to pull it off well, especially inexperienced designers like Night Dive trying to make a remake of System Shock.
Don't mention your mod's difficulty mode, I don't think many have tried it( I lost interest at around that point)
instead think about how a designer in general would be able to pull it off well
You know what? Prove your mettle.
It's like someone saying to me that the only way they can resist drinking alcohol, is when there's no alcohol left in front of them.
I've already proven my capabilities through years of extensive non-profit work honoring classic ingenious design
Yes, because you are one of those that fail to perceive the point. Both yourself and Marvin played GMDX, although not on hardcore mode. Of the thousands upon thousands of things the mod does you found everything to be satisfactory, couple of minor nitpicks aside. Why doubt my design capability and intentions at all when I can get everything right to that standard? Aren't you even curious? And no, just because the games encourage experimentation doesn't render a restrictive system out of the question, that's rather ridiculous.
why must some people make this subject so very tedious to discuss?
To put all this in another way:Do you prefer a linear hallway with fixed direction, or an open courtyard with multiple directions to go with numerous possibilities.
"It's psychologically interesting, but that's about all."
I don't think that they are a good fit for more open-ended games where the player is free to wander around the levels as they see fit and do things in their own order, such as open-world RPGs, exploration games, and immersive sims with lots of options.There's another variation - single-autosave - which is what games like Dark Souls, Grand Theft Auto, and Shadow of Mordor do. All your actions are permanent, you respawn when you die, the game autosaves constantly (including when you quit), but you can never undo anything that you've done. This can work well for open-world sandbox games with little set structure
Checkpointing works best for linear games that consist of a sequence of challenge scenarios for the player, one after the other. That way, the player can start the scenario, has to get to the end, and then gets another checkpoint for the next section.I don't think that they are a good fit for more open-ended games where the player is free to wander around the levels as they see fit and do things in their own order, such as open-world RPGs, exploration games, and immersive sims with lots of options.
Overall I would be discouraged to do certain experiments if it meant to repeat unrelevant parts of the game as a part of the process.
It's not merely a matter of psychology, but game rules that refine the challenges you face.
Oh god, I'm completely agreeing with ZB, has this thread passed into the Twilight Zone?
We get it. But we don't want it.
You contradict yourself here, as the Dark Souls system is merely a mutation of the checkpoint system. See: bonfires. Dark Souls is similar in structure to System Shock. Both are non-linear to some degree (System shock a little more so than DS). Another good close example of it done well is the first Resident Evil, which shares a lot in common with SS.
The Resident Evil series, wherein you must find typewriter tapes in order to save your game. Though most typewriters have tape next to them, they are a finite-use item. And you will frequently want to save more often than merely once or twice per typewriter. When Resident Evil 4 did away with this altogether, the fans hailed it as a breath of fresh air. Resident Evil 5 just saves automatically at every checkpoint.