I wrote this up on comp.sys.ibm.pc.games.rpg, I figured some of you might like to read it.
>> Well...for me autosave has always been almost equal to cheating.
>> Taking risks in a game is a great part of a fun eventually. If you
>> just wanna browse through the games without difficulties or barriers
>> to overcome why not then just "watch the movie".
>>
>> I see no point in playing games with "two steps, save, kill the bad
>> orc, save, save just for sure,
>> oh-I-suffered-slight-wounds-while-fighting-with-an-orc-so-I-go-back-ear
>> lier- savegame-and-try-again, save, two steps, save...
>>
>> Playing Max Payne for example was way more intense experience when
>> used limited savegames/episode....
>
> Oh. You're one of THEM.
>
I agree with Mr. Knight37 on this. Limited save games don't make the game more exciting, they only make it more annoying.
There's a number of reasons why this "mechanic" should stay with console, and perhaps even die there.
1.) I need to save NOW, mister!
Limited save games as a feature tend to make the assumption that you're going to spend the day playing the game without interruption and only stopping at the point where you get the save game crystal or get to the save game platform.
Well, maybe I *need* to quit before that. Maybe I just fired up the game to get in a little play time before work. It's kind of hard to get a boss to accept, "Well, sorry I'm late, but I was having trouble getting that Save Game Gem in 'Bob's Dwarven Adventure Through Zombieland'."
When I'm done playing, I'm done playing. It's that simple.
2.) Creates needless repetition.
Okay, you use a save game gem or a save game location, and you press onward. After twenty or thirty minutes of exploring, killing, questing, talking, and so on.. You die!
So, you reload from the save gem spot or the save platform, and you get to do all that over again which isn't that much fun. Each and every time you die before you get to that next gem or platform, the frustration level goes up exponentially.
Of course, you could claim that this could happen if you forget to save manually in a standard save system. That's true. However, you're talking something you know is your fault versus something you have no control over. Chances are, with a conventional save system, you're not going to end up doing that twice, or three times, or four times, etc.
You can also argue that with save platforms, you can just go back to it and save before you have to fight that big boss. Well, that's true too, but is walking to and from a save point that fun? No, it's not.
3.) Immersion...
There's nothing that shatters immersion in a CRPG faster than having a visible game mechanic sitting right there in the game. Imagine getting really in to a CRPG, then openning a chest and pulling out a save game gem. You've gone from being really involved in the setting and story to remembering, "Hey, this is a game."
The same thing goes for save points and so on. Hey, thank goodness these kobolds built this save point right here in their five level dungeon of death for me! See? It just breaks the illusion right there.
--
Saint Proverbius
http://www.rpgcodex.com - Putting the 'Role' back in RPG
>> Well...for me autosave has always been almost equal to cheating.
>> Taking risks in a game is a great part of a fun eventually. If you
>> just wanna browse through the games without difficulties or barriers
>> to overcome why not then just "watch the movie".
>>
>> I see no point in playing games with "two steps, save, kill the bad
>> orc, save, save just for sure,
>> oh-I-suffered-slight-wounds-while-fighting-with-an-orc-so-I-go-back-ear
>> lier- savegame-and-try-again, save, two steps, save...
>>
>> Playing Max Payne for example was way more intense experience when
>> used limited savegames/episode....
>
> Oh. You're one of THEM.
>
I agree with Mr. Knight37 on this. Limited save games don't make the game more exciting, they only make it more annoying.
There's a number of reasons why this "mechanic" should stay with console, and perhaps even die there.
1.) I need to save NOW, mister!
Limited save games as a feature tend to make the assumption that you're going to spend the day playing the game without interruption and only stopping at the point where you get the save game crystal or get to the save game platform.
Well, maybe I *need* to quit before that. Maybe I just fired up the game to get in a little play time before work. It's kind of hard to get a boss to accept, "Well, sorry I'm late, but I was having trouble getting that Save Game Gem in 'Bob's Dwarven Adventure Through Zombieland'."
When I'm done playing, I'm done playing. It's that simple.
2.) Creates needless repetition.
Okay, you use a save game gem or a save game location, and you press onward. After twenty or thirty minutes of exploring, killing, questing, talking, and so on.. You die!
So, you reload from the save gem spot or the save platform, and you get to do all that over again which isn't that much fun. Each and every time you die before you get to that next gem or platform, the frustration level goes up exponentially.
Of course, you could claim that this could happen if you forget to save manually in a standard save system. That's true. However, you're talking something you know is your fault versus something you have no control over. Chances are, with a conventional save system, you're not going to end up doing that twice, or three times, or four times, etc.
You can also argue that with save platforms, you can just go back to it and save before you have to fight that big boss. Well, that's true too, but is walking to and from a save point that fun? No, it's not.
3.) Immersion...
There's nothing that shatters immersion in a CRPG faster than having a visible game mechanic sitting right there in the game. Imagine getting really in to a CRPG, then openning a chest and pulling out a save game gem. You've gone from being really involved in the setting and story to remembering, "Hey, this is a game."
The same thing goes for save points and so on. Hey, thank goodness these kobolds built this save point right here in their five level dungeon of death for me! See? It just breaks the illusion right there.
--
Saint Proverbius
http://www.rpgcodex.com - Putting the 'Role' back in RPG