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Savegame limitations?

Should there be any savegame limitations in RPG games?


  • Total voters
    131
  • Poll closed .

Red Hexapus

Savant
Joined
Apr 28, 2019
Messages
321
Location
The Land of Potato
Nowadays I try to play without save-scumming and go with the flow of the decisions I've made, unless the game is "brutal as fuck" (Underrail...) or there is a full-party wipe.

As for limiting saving options, why not let the player playing the game decide himself. His game, his options - that's what I think.
 

Trojan_generic

Magister
Joined
Jul 21, 2007
Messages
1,565
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
people claim they hate savegame limitations until they actually play a game with one and realize it makes the overall game better
nobody on the codex complained about KCD having savegame limitations
There was a mod to go around the limitation. That said, it did not work in my version anymore when I played it 1-2 years after release.
 

Gargaune

Magister
Joined
Mar 12, 2020
Messages
3,212
The save/load feature isn't and shouldn't be part of the game experience, it's part of the medium and limiting it is like gluing a book's pages or removing track markers from an album. I installed the savegame mod for Kingdom Come: Deliverance before I even clicked New Game and the only downside is now my browser keeps telling me that Dan Vavra wants to know my location.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
5,847
I think it depends on what the game is designed around. If your game is meant to be a battle of attrition through many challenges, like in most PnP games, and you designed your game around it, then by all means, prevent save scumming. If, on the other hand, the only thing such prevention achieves is forcing the player to backtrack 10 minutes to shop to restock on potions after he fucked up during a battle, then come back and continue where he left off, fully healed, then what's even the point? To waste people's time?

From another angle, it is true that facing the threat of loss of progress makes for a much more intense experience, but on the other hand, actually losing it then serves as a powerful impulse to simply drop the game – again, the game's design needs to focus on highlighting the former and mitigating the latter if the game is to be successful.
 
Joined
Apr 10, 2018
Messages
6,841
Location
Mouse Utopia
Insert Title Here Strap Yourselves In
I like combat to be hard enough that I lose half the boss fights the first five times or so, as well as occasionally get instagibbed by randos while exploring.
Reloading until you figure out how to beat something is fun.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I think it depends on what the game is designed around. If your game is meant to be a battle of attrition through many challenges, like in most PnP games, and you designed your game around it, then by all means, prevent save scumming. If, on the other hand, the only thing such prevention achieves is forcing the player to backtrack 10 minutes to shop to restock on potions after he fucked up during a battle, then come back and continue where he left off, fully healed, then what's even the point? To waste people's time?

From another angle, it is true that facing the threat of loss of progress makes for a much more intense experience, but on the other hand, actually losing it then serves as a powerful impulse to simply drop the game – again, the game's design needs to focus on highlighting the former and mitigating the latter if the game is to be successful.
"if your game is designed around savescumming then taking it away will suck"
no shit
that's the entire point: games suck because they're designed around cheating
 

Zibniyat

Arcane
Joined
Jun 22, 2014
Messages
6,536
There's nothing wrong with being able to save anywhere, anytime. It's up to the player to make a conscious decision on whether he will "savescum" or not. I find it pretty disturbing that players with no restraint or willpower to go through with their choices now express their desire to take away the ability to choose (whether to save or not) from everyone else. No, the problem aren't the games nor the possibility to save at any time. The problem is you. For yourself. And possibly others if for some retarded reason developers start listening to you.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
There's nothing wrong with being able to save anywhere, anytime. It's up to the player to make a conscious decision on whether he will "savescum" or not. I find it pretty disturbing that players with no restraint or willpower to go through with their choices now express their desire to take away the ability to choose (whether to save or not) from everyone else. No, the problem aren't the games nor the possibility to save at any time. The problem is you. For yourself. And possibly others if for some retarded reason developers start listening to you.
"just because designers design games around my cheating habit doesn't mean you get to criticize me cheating!"

yeah ok
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Correct, which is why your choices shouldn't be able to be undone once they're chosen by using load cheats.
That's a nice story. Meanwhile, your lord and master, Sir Swen of Vincke, even lets you save mid-combat. :smug:
And it's shit.
If you lose in combat those who got away should be finding someone to resurrect those who died, not using a meta-mechanic to go back and do it again until you get it right.
 

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,109
Location
デゼニランド
It depends on game design, but I prefer limited saves (or, at the very least, no saving in combat) with one exception: I think it would be nice to have the ability to create a temporary save if I have to quit the game to do RL shit.

That, or continuous saves like in Dark Souls, so whatever decisions have been made are irreversible.

I think the nice middle ground for this would be the addition of saving as a resource / in-game ritual to add another layer of resource management and possibly work that into the setting -- for example, each death is a drug-induced vision of the future that eventually drives the player character(s) crazy if the player tries to weasel his way through the game.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,087
My design philosophy is to give the player as many options as possible. I even include in-game cheats.

If they want to cheat, save-scum, whatever, they can go right ahead. If they want to ironman the game with a solo party at 12 hitpoints, they can do so.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
My design philosophy is to give the player as many options as possible. I even include in-game cheats.

If they want to cheat, save-scum, whatever, they can go right ahead. If they want to ironman the game with a solo party at 12 hitpoints, they can do so.
bro no offense, but you make porn games
 

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