HoboForEternity
LIBERAL PROPAGANDIST
how is the level design? i watched the video preview it looks great but doesn't represent the level design.
Considering that you can simply not savescum and roll with the punches (like many older games recommended while at the same time allow quicksaving), isn't removing quicksaving catering to those who cannot resist the urge to reload at the expense of those who save only when they feel like they reached a point where their skills might be tested?
Well, it is neither. It is a must have feature, at least for most games, but not a quality of life feature. It is a tool to avoid repeating challenges you have already overcome as there is nothing fun about repeating a part of a game you just beat because you failed to overcome an unrelated challenge a few minutes later and the designer didn't think of placing a checkpoint or whatever in-between. Designers aren't gods, they make mistakes - especially when it comes to pacing - so if nothing else, quicksaving allows to work around those mistakes while enjoying the rest of the level that can be perfectly fine. This is especially important in games that encourage exploring the environment - like pretty much every immersive sim and related game - since you can spend a lot of time after some challenge to find hidden items, clues or whatever without moving forward with the game.
Personally i have been in that situation in some games where i was exploring a level for more than half an hour, eventually decided to move forward only to be killed in a situation immediately after and because i forgot to quicksave before moving forward, i lost all that progress. There is nothing fun about repeating such a section since i already did it, but usually i do not remember 100% where everything was so i need to search for all the stuff anyway. Usually i just get irritated (and sometimes i stop playing the game for a bit) - and that is despite this being my own fault for forgetting to quicksave.
Having a game force me redo all that stuff, not because i forgot to quicksave but rather because the designer thinks they know when i can save, is just not something i'll ever consider anything other than masochistic. There is nothing that is tested there outside my patience.
Honestly, IMO the only reason to not have quicksaving is either developer incompetence, technical limitations or artificial extension of the game's playtime to excuse the asking price and the rest are just developer excuses pretty much of the same caliber as micro-transactions giving you a sense of pride and accomplishment.
(also as a sidenote, games allowing to save you everywhere was a thing in games LONG before Quake had a console, going back to text adventure games like Zork and perhaps earlier)
Players lack the foreknowledge to make informed decisions about when to save.
Any self-imposed restriction on the part of the player is guesswork in an attempt to do the designer's work for them, at least for a blind playthrough (which is paramount for assessing games focused on exploration and solving progression riddles) [..] Moreover, the process of exercising can be quite stressful, as the player has to manage how often to save to avoid frustration without neutering the difficulty while having wholly insufficient knowledge to do so effectively.
Saving and loading is a game mechanic like any other.
Take everything you've said and apply it to infinite medkits you can apply from the pause menu -- wouldn't making a finite resource economy for healing just be catering to players who can't resist the urge to abuse them? Why should players who only use medkits when they feel like they've really earned it suffer for players who heal whenever they take a single point of damage?
Especially when the game gives lip service to restraining yourself!
"The designer might not put enough medkits in this Doom map, so we should give up on the concept of finite healing entirely".
On the contrary, the existence of bullshit trial and error sections in many games with Save Anywhere can be directly traced to the fact that it was considered a given by the designer. If the folks at 3D Realms had playtested one another's Shadow Warrior levels [..]
Restricted checkpoint saving requires the designers to actually work to smooth over these rough edges and design levels that have well-paced challenges that are properly communicated rather than washing their hands of it and letting players fend for themselves.
Essentially all games require some repetition of challenges when you fail (the only exceptions are e.g. puzzle games with no failure states, or e.g. a turn-based game where the sequence of challenges can be entirely discrete, which honestly sounds extremely boring).
To be clear, what I mean by a challenge can be as broad as the navigation of an entire level or arbitrarily broken down into groups of enemies or even the granular sequences of inputs that the player must make to navigate a guard's patrol path.
It is valid for designers to test not just your ability to overcome a challenge once, but also your consistency in repeatedly overcoming challenges of that type -- this is not purely a test of your patience. You can't tell me you never find it fun to repeat any challenges that you've already overcome if you also enjoy playing games that you can fail at, because you're necessarily doing that whenever you fail.
However, you're going further to claim that there is no reason for a designer to enforce where the line actually is in their game other than incompetence, technical limitation, or some nefarious scheme -- in essence, all games must avoid anything that could possibly frustrate a player so as to cater to the widest possible audience.
who could be made to see the light if it were removed from the games they play and they were forced to adapt.
You can't tell me you never find it fun to repeat any challenges that you've already overcome if you also enjoy playing games that you can fail at
Players lack the foreknowledge to make informed decisions about when to save.
Choosing when to save makes me happy tho and tbqh you are quite the great satan for depriving me of this thing
This is why I said these debates are pointless, because the people who do enjoy it can never understand those who don't, and vice versa. I know my points about limited time and kids and such fell on deaf ears, because to you it's fun to repeat that content. You think your time is being enjoyed, I think it's being wasted. There's no consensus to reach.
You can ignore quickloads though, if you really want, whereas I cannot force a game to quickload if it doesn't support it. Hence having the option is best, unless you're a fucking Marxist into pushing his will upon others so they play his way...
Wow - played the demo and those graphics are straight out of 1998 - a true homage to the original Thief game. Fairly atmospheric but not to the same level as that game at the moment.
Reasonably enjoyable but I have a bug where my guy has trouble picking up bullets and other items. They're visible in front of me in the air but don't go into my inventory. Sometimes I can drop them and then pick them up but not always.
You mean shotgun shells? I think those are empty casings.
that would've made situation even more confusing - "why can't i interact with shotgun shells? they are right here on the ground!". Spent casings look slightly darker than regular shells, so it's alright.If they are just casings they shouldn't allow you to interact with them to avoid confusion.
there are only two actual shotguns in the game, rest of them cannot be picked up.
It's a Survival Horror stealth game set in a spookily abandoned Victorian Metropolis populated by by Hatted Inquisitors and other various beasties. It's the brainchild of Dillon Rogers and is also being worked on by David Szymasnki, the mastermind behind DUSK. Thief is the obvious thing it's probably reminding you of and that's intended, it's aiming to be an immersive sim-lite. System Shock was also name dropped as an inspiration, but no clear parallels to that as of yet.Just became interested in this. What's the tl;dr?