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Josh Sawyer Q&A Thread

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,559
Whenever the thread gets bumped, I think to myself "Oh, no, what did he do now..."
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,566
I think in an RPG there's a lot of monotonous crap you potentially have to redo if you're forced to rely on autosaving/savepoints.

I dunno, how about making games that don't have a lot of monotonous crap? Just a thought?
Not going to happen in games with dialogue trees, inventory, and character management.
 

rojay

Scholar
Joined
Oct 23, 2015
Messages
468
I think in an RPG there's a lot of monotonous crap you potentially have to redo if you're forced to rely on autosaving/savepoints.

I dunno, how about making games that don't have a lot of monotonous crap? Just a thought?
It's only monotonous when you have to do it multiple times because you keep losing a fight. I mean, that's the idea, anyway. If it's monotonous the first time you experience it, the game sucks.
 

ropetight

Savant
Joined
Dec 9, 2018
Messages
1,574
Location
Lower Wolffuckery

Based only in roguelikes with permadeath like, duh, Rogue or Tome, ADOM, Diablo hardcore, etc.

Games that use just checkpoints are more player focused than average storyfag cRPG's.
Josh has to ask himself how many players would play his games without manual saves.
Long dialogues and lore diarrhea you save after to not have to look at them again...
Imagine watching them again and again if the combat is poorly "balanced"[sic].
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,566
Why would interactive picture book need manual saves?
Sounds like it makes "I want to test out all these options and see which ones I want to go with" a pain.

I suppose the benefit is that it better hides that nothing in Pentiment matters.
 

Bulo

Scholar
Joined
Mar 28, 2018
Messages
338
I like to create game saves (with chapter-like names) after finishing any sort of complex or time-consuming situation, especially if I don't want to do it again. If, when I die, you force me to repeat something gruelling, you're punishing me by wasting my time. It doesn't increase the stakes or somehow help the structure of the game, it just stresses the player, and stretches his patience. It's not unlike FromSoft boss run-backs, that is to say, bad game design. You could eliminate this issue by creating regular auto-saves, but then you aren't doing much to prevent save-scumming — so why bother? Instead, accept that some people are going to play your game the ‘wrong’ way, and MAKE A BLOODY GAME JOSH
 

damager

Liturgist
Joined
Jan 19, 2016
Messages
1,032
I think it's the manual reloading that causes save scumming right?

If you can only reload on death you would really have to go through hoops to save scum. You could do it, but you could also save scum with shutdown saves.
 

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