This is bullshit ... or rather, it's technically true but very misleading. A telephone "just saves time" compared to the Pony Express when it comes to communication, but the nature of that savings has a tremendous impact on the surrounding context. The same is true with a quicksave compared to the "slow saves" of old. When there's no downside to tapping F5, player behavior adapts to incorporate it constantly. When a save system costs the player time, he uses it in a very different way.Quicksave is just a faster save button. It saves time, nothing more.
You are either not being honest, or have never really thought about it. But yeah, quicksave makes you save a lot more often.Whether I have to hit a button or hit a button to pull up a menu, it makes no difference to me.
Saving/Loading doesnt make games easier
So dont allow saving in combat, its been done since forever.Saving/Loading doesnt make games easier
It absolutely can, although more for real-time, skill-based games. It enables you to cut a succession of challenges down. Think of some hardcore boss in a old school real time game where you have to dodge crazy amounts of attacks. Dodging one attack? Easy. Dodging all of them in a row? Not easy at all. Saving after each successful dodge would make it piss easy.
Real world alternative: one pushup? Easy. 50? No noob is gonna manage that without the ability to save their count in between.
As opposed to a quick alt tab?It also enables you to find the best strategy to any given challenge easier, or the best/preferred outcome to dialogue options and such.
Thats because random checks are retarded. Just have static checks, or randomize them on a new game seed.And then of course there's die rolls too. It's manipulation of time at will, doesn't get more OP than that.
So dont allow saving in combat, its been done since forever.
Because it doesnt need to be adressed. saving mechanics are there to avoid repeating content.So dont allow saving in combat, its been done since forever.
Well there you go! A restriction on unlimited saving, addressing the problem at its core. That said there is usually more challenges than just combat in a game that really cannot all be addressed.
You are either not being honest, or have never really thought about it. But yeah, quicksave makes you save a lot more often.
Yes there is, its repetitive and boring, especially on story driven rpgs.Ain't nothing wrong with repeating content (within reason).
It does, having to reload is a consequence. But i get what you mean, people that want to deal with permanent consequences play roguelikes tho, normal gamers usually dont want to be burdened by it.Failure should have consequences
Sure, so dont allow saving in combat .and challenges shouldn't always be tackled one by one, but in succession as given in the examples above.
Neither sounds particularly fun when you put it like that.The difference is a hurdle to an obstacle course. I know which one sounds more fun to me.
Its common sense, and its been around since the 90s. Its generally a bad idea to allow saving in combat, for both the player and the game. it breaks the flow of the combat, it kills the tension and it can give room to the aforementioned endless death loops or other bugs. I remember it being on baldurs gate, but it probably was in many games before that.Source?
For most people thats around every 10 seconds if they have quicksave, a lot longer if they have to actually stop playing to save, some people will even go hours without doing it, if the game features autosave i will go tru entire sessions with just that.I always save whenever I hit a "I don't want to redo everything I just went through if I mess up in the next few minutes" part regardless of how long it takes.
Weird. I've exploited permissive save systems many times, in combat for example, yet I've only rarely saved any game before unavoidable death. And when I did, I just reloaded a previous save. There are autosaves and so forth to prevent death loops for even the most inattentive player. I honestly think restricting saves is a means to increase challenge and make decisions consequential - "Iron Man Lite".Also forbidding savng in combat has a different reason, its not to prevent "exploits", its to prevent the player from locking itself in a death loop.
Up to the game bro.Weird. I've exploited permissive save systems many times, in combat for example, yet I've only rarely saved any game before unavoidable death. And when I did, I just reloaded a previous save. There are autosaves and so forth to prevent death loops for even the most inattentive player. I honestly think restricting saves is a means to increase challenge and make decisions consequential - "Iron Man Lite".Also forbidding savng in combat has a different reason, its not to prevent "exploits", its to prevent the player from locking itself in a death loop.