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It's obvious from the replies that it is not understood. At all.
...you're apparently incapable of comprehending that everyone understands your perspective perfectly well, and still thinks you're wrong.
There it is again. You can't possibly be wrong, just misunderstood, right?
1. Checkpoint-only saves, even when implemented perfectly, have positives and negatives.
2. The negatives outweigh the positives.
"I have a life and would like to return to the game as I left it"
such a system is challenging to implement
Experimentation can be discouraged with a restrictive system
It's not fitting for a FPS because FPS' are non-linear.
The game can lead to frustration because they cannot save scum to bypass challenges
As for Resident Evil:QuoteThe 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.
Dark Souls does autosave rather frequently, but what it autosaves is player statistics and equipment, as well as the general state of the world. It doesn't save the player's position.
One positive example that I can think of is when I first played AvP (2000) - knowing that I was very deep into a very long level, and if I died I would have to restart from the beginning. That feeling of being afraid to lose my progress was nice and added to the atmosphere of the game
but on the flip side, actually dying and having to repeat the entire level was extremely tedious.
Having to repeat challenges (within reason) shouldn't be perceived as some inherently bad thing. Games are designed to be replayed, and won or lost.
That's kind of like saying that if you like a book, you should be happy to repeatedly re-read the same half-page, because the book is awesome.There's a difference between playing a game again, and playing one small section of a game over and over and over again.
That's kind of like saying that if you like a book, you should be happy to repeatedly re-read the same half-page, because the book is awesome..
No. Checkpoints in a difficult game are filler. They are artificial padding to make the game longer by forcing players to repeat sections over and over again until they can get them perfect.
Wrong. Even basic games like chess, snooker or blackjack have replay value. Do people have issues replaying these very short games? Nope, most do not. They play out differently each time, based on player/opponent skill and rule interaction (well, more luck than skill in the case of blackjack).
In those games there's no real arrangement of brushes and enemy placement and the like, most often it's two(sometimes more players) given usually the same starting position and being asked to build up from there to defeat each other. So chess and blackjack is going to vary much more than your average checkpointed section of a game(unless it's a roguelike but those have totally different design principles).
1. The vast majority of games are centered around challenge, challenging the player's physical talents and/or mental ability.
Actually, there is. Common FPS multiplayer map design for example is to mirror layouts subtlety, so weapon pickups, flags and such are of equal distance to each team's spawn/base and each team has matching defenses, choke points etc.
But that's not solely what defines games and it's certainly not the main objective of any of LGS' games, else the best "game" would be about breaking rocks with your hands. Honestly I think you're being too carried away by focusing on one aspect of games to ignore the rest, and so you make comparisions of games to climbing rocks or obstacle courses.
You still haven't answered my question yet: who decides that the amount of challenge to be repeated upon failure is reasonable? The developers, the playtesters, the final players, or all three?
Also my point about the opponents being different is relevant because a human opponent engaging you is going to provide for more variety and unpredictability than a bunch of AI controlled characters who often rigidly follow certain scripted behaviours even in the best of cases. That's going to change how much variety a player can squeeze out of a certain game before being bored of it.
"I was strictly speaking about board games, not multiplayer video games."
The developers, naturally. I've never been involved a professional playtesting session, but my testers gave feedback: "I think this specific checkpoint should be moved here for such and such reasons", I considered his concerns, then made the decision to move, or not move it. Same deal for any design decision. Still get the occasional feedback from hardcore mode players along these lines.
So you do acknowledge that developers can be wrong in their checkpoint placement at times, as they can be with every other aspect of a game. Doesn't this highlight one problem with the checkpoint based system to you?
All good things are [hard to make], shouldn't stop anyone from trying. should AI advancements long overdue be held back just because it's hard? The System Shock experience in general takes twenty times more effort than the tetris one to < 5% the profits. We're talking about making extremely complex art here.
Isn't "acceptable location" going to have a degree of subjectivity though?
I would gladly ask the community to try out your mod's "Hardcore mode" and see what they think of it too. That will settle this for good.
Checkpointing is specifically appropriate for challenge-oriented games, where the player is expected to try and try again until they perfect their skills.
Is System Shock a game focused on challenge? I'd say no. It's a game focused on storytelling, exploration, and atmosphere, with a side order of horror, resource management and puzzles.
And besides, System Shock has resurrection stations, which from a design perspective are basically a giant middle finger raised toward the philosophy of checkpoint saves. Checkpoint saves say "You died? Do it all again!" while resurrection stations say "You died? It's okay, keep going."
Yep, and this is something I strongly disagree with.
Then your opinion is worthless.
If I die in a game, I just close it and never play it again.Checkpoint problem solved.
As has been pointed out before, I think there's a lot of subjectivity envolved when it comes to how we perceive elements of a game.