There is only so much that mere text can do to mask success from failure.For the same reason i dont play while closing my eyes, its the games job to challenge me, and to make it inconvenient for me to cheat or abuse systems. And it has to do it in such a way that i wont resent it for those restrictions (which is why simulationist approachs are usually go great, they allow you restrict the player in organic ways, much like real lyfe does).Why not just make visible checks an option?
Sure, but not having a big text wall saying You failed makes people more willing to roll with the punches, its just how it is.There is only so much that mere text can do to mask success from failure.
For example: Lhynn tries to to pick his nose.
Result 1:Lhynn feels a sharp pain in his eye (suffer 3 hp damage)
Result 2: Lhyn inserts a finger to nostril; you feel relieved (Gain item green sticky nutritious glob)
One way to mask successes would be to have pyrrhic successes once or a while.
But really any data that can be dug will be dug. Spergs are going to sperg.
Yeah. My exaggerated example doesn't correspond to anything that we know about this game.One thing you guys are ignoring is that a dialogue failure in No Truce can translate to viable character development outcomes, while failure in combat is usually a dead-end. The rewards system as presented by Kasparov is different.
For the same reason i dont play while closing my eyes, its the games job to challenge me, and to make it inconvenient for me to cheat or abuse systems. And it has to do it in such a way that i wont resent it for those restrictions (which is why simulationist approachs are usually go great, they allow you restrict the player in organic ways, much like real lyfe does).Why not just make visible checks an option?
Not contradicting myself in the slightest.You're contradicting yourself.
Im not asking for shit, im saying its better.You're asking for a certain feature (hidden checks).
Because of course ill end up using it anyway, me and everyone else that has a clue about how to play an rpg.Someone says "Well how about they add it as an optional feature?". And you say will resent the addition of this feature because of course you don't want to use it.
Because if its not an optional feature the game is designed around it in some fashion. A more organic approach where you can tell if you succeeded or failed by the text you are reading, that at the same time enhances the experience if the text is well written, is always better to the player paying attention and basing all his decisions on a system announcement with the results of your roll.If you would resent it as an optional feature then why are you advocating for foisting it on everyone as a non-optional feature?
This is the problem i have with cunts, you think its all about self control, when games are all about overcoming challenges using whatever means at your disposal to do so. As long as its not outright using cheat codes, its fair game.This is the problem I have with a lot of aniti-save scumming arguments. They often boil down to "The game has to be changed because I don't have the self control not to do something that I claiming to hate".
Ill do it and i wont like it. Or better yet, ill get tired of doing it and drop the game and look for something less retardedly designed.If you don't like it don't do it.
Of course they should, what are you, fucking stupid? Not saying to get obsessed with this, just saying that a few small steps go a long way.This isn't something developers should have to waste their time on.
This is the problem i have with cunts, you think its all about self control, when games are all about overcoming challenges using whatever means at your disposal to do so. As long as its not outright using cheat codes, its fair game.
Of course they should, what are you, fucking stupid? Not saying to get obsessed with this, just saying that a few small steps go a long way.
Adding it as an optional feature would be a small step. You talked about changing game design in your post.
Just substitute "save-scum" with "cheat" or "use exploints" and you'll see that there's no dilemma here. The whole point of such activities is to make the game trivially easy, and if that's what your customer wants - just give it to them. And if someone wants to cheat and still be challenged - well, their money would be better spent seeing a psychiatrist then playing games anyway.If the devs assume that players will save-scum, it'll be punishingly hard for players who don't; if they assume they won't, it'll be trivially easy for those who do.
Just substitute "save-scum" with "cheat" or "use exploints" and you'll see that there's no dilemma here. The whole point of such activities is to make the game trivially easy, and if that's what your customer wants - just give it to them. And if someone wants to cheat and still be challenged - well, their money would be better spent seeing a psychiatrist then playing games anyway.
It's quantitative difference, not a qualitative one. Both activities boil down to using extraneous means to make the game easier.Save-scumming isn't cheating though. Don't you think there's a meaningful distinction between cheating and not-cheating?
Proof? Don't remember myself ever doing that. I don't really have anything against easy games, I dislike mindless ones, but it's not the same thing.if the game was designed around not-save-scumming, people like you would raise a huge stink about how piss-easy the game is
It's quantitative difference, not a qualitative one. Both activities boil down to using extraneous means to make the game easier.Save-scumming isn't cheating though. Don't you think there's a meaningful distinction between cheating and not-cheating?
Proof? Don't remember myself ever doing that. I don't really have anything against easy games, I dislike mindless ones, but it's not the same thing.if the game was designed around not-save-scumming, people like you would raise a huge stink about how piss-easy the game is
If I'm not mistaken, in BG you could use stealth to scout the encounters ahead and prepare accordingly, and use resurrection services in case a fight went less than stellar. I.e. the game gives you enough tools to avoid save-scumming in almost any situation short of a TPK. That's precisely the treatment I would like to see dialog checks receive - having ways to prepare to them and to mitigate undesirable consequences. And jusging by what I've read, I'm cautiously optimistic that in No Truce that will be the case.Case in point: the Baldur's Gate series. They're designed around the assumption that you "save often, and in different slots" -- even says so in the manual. Ironman is a special challenge for the specially hardcore. If you don't save a lot and reload every time you lose a fight. Save/reload is an organic part of the gameplay.
If I'm not mistaken, in BG you could use stealth to scout the encounters ahead and prepare accordingly, and use resurrection services in case a fight went less than stellar. I.e. the game gives you enough tools to avoid save-scumming in almost any situation short of a TPK. That's precisely the treatment I would like to see dialog checks receive - having ways to prepare to them and to mitigate undesirable consequences. And jusging by what I've read, I'm cautiously optimistic that in No Truce that will be the case.Case in point: the Baldur's Gate series. They're designed around the assumption that you "save often, and in different slots" -- even says so in the manual. Ironman is a special challenge for the specially hardcore. If you don't save a lot and reload every time you lose a fight. Save/reload is an organic part of the gameplay.
Wrong. It's simply using the tools provided by the game ←important in order to succeed at tasks instead of failing. If those tools make the game trivially easy, then the game already is trivially easy.The whole point of [save-scumming] is to make the game trivially easy
I don't want games to be trivially easy, and I don't want a button that can instantly erase any mistake, hardship, or momentary annoyance - but if you put it there, I will press it, because in the moment succeeding is more fun than failing. Long term of course this makes gameplay meaningless.and if that's what your customer wants - just give it to them.
But there's quite a bit of ground between save-scumming and going Ironman, isn't it? For some loosing just one character would necessitate a reload, while others would just resurrect him and carry on and reload only on half a party being destroyed, and yet others would save frequently but reload only on TPK.Sure you can. It is possible to play the BGs without save-scumming. Lots of people have beat them in Ironman mode.
But (1) that's not how the game was designed to be played, and (2) that's not how most players -- even most hardcore fans of the series -- play it. In fact I haven't heard of anyone playing it like that on their first playthrough. Ironman is an extra challenge for the extremely hardcore: the "normal" way to play is to "save frequently, and in different slots" -- to quote the fucking manual.
I absolutely agree with that, but I don't agree that pre-seeding all rolls would fix anything. After all, every check in AoD is absolutely deterministic, and there are few games that incentivise save-scumming more.Therefore, in my view, it is better to design a game so that it doesn't incentivise savescumming.
If you have a problem with prioritising delayed gratification over instant gratification, it's your character flaw, not the game's.I don't want games to be trivially easy, and I don't want a button that can instantly erase any mistake, hardship, or momentary annoyance - but if you put it there, I will press it, because in the moment succeeding is more fun than failing. Long term of course this makes gameplay meaningless.
You're half right. As a player, I'm certainly responsible for my own actions, but incentivizing certain behaviors falls squarely on the shoulders of the designer. I refuse to take 100% of the blame for pressing the big flashing REWARD button.If you have a problem with prioritising delayed gratification over instant gratification, it's your character flaw, not the game's.
I won't argue with that. However, 'influence' doesn't equal 'force'. What I'm arguing against here is that the game can and should force the player not to save-scum. It can't be done, because if a player wants to break a game, he will, and in the rare case he won't, he'll just get frustrated and ask for a refund or take his rage to the forums. What can be done, is making the desired behavior more rewarding than undesired one. Basically, you can't have sticks in a game, only carrots and bigger carrots.Design does influence player behavior
This is black and white thinking, and a common fallacy amongst those who argue against save limitations. According to this line of reasoning, if it's possible for a player to reverse engineer the source code of a game and tinker with the hex files to change a save state, it is no different than putting PRESS F9 TO RETRY right in the game. I'm living proof that this is not the case. I use quick load a lot, but use console commands very rarely. Limitations will never stop everyone of course, or even stop anyone, necessarily; but the point isn't really to stop anyone cold - it's to discourage.I won't argue with that. However, 'influence' doesn't equal 'force'. What I'm arguing against here is that the game can and should force the player not to save-scum. It can't be done, because if a player wants to break a game, he will.Design does influence player behavior
Agreed, but there's also the question of effort to reward. If save scumming is a pain in the ass, then a small carrot may not be worth it. Scumming as a widespread practice only emerged recently when it was made extremely convenient. Games don't have to make it that convenient just because computers are faster now.What can be done, is making the desired behavior more rewarding than undesired one. Basically, you can't have sticks in a game, only carrots and bigger carrots.