Not going to happen in games with dialogue trees, inventory, and character management.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.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?
Unfathomably based
Unfathomably based
Based only in roguelikes with permadeath like, duh, Rogue or Tome, ADOM, Diablo hardcore, etc.
Sounds like it makes "I want to test out all these options and see which ones I want to go with" a pain.Why would interactive picture book need manual saves?
He is correct, as usual. Saving should only be allowed upon exiting the game.
He is correct, as usual. Saving should only be allowed upon exiting the game.
Choices should actually matter. If you die, the game should format your hard drive.
Manual saves are good for picture books like the kinds of games Sawyer makes. A VN fag can save themselves a lot of time by just reloading saves to get all the scenes.In picture books - no.
He is correct, as usual. Saving should only be allowed upon exiting the game.
Choices should actually matter. If you die, the game should format your hard drive.
Hideo Kojima had this idea at least as early as 2004
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
No need to wait, Pentiment is free to play with a Gamepass subscription, I wager.I'll give it 10 more years before he'll conclude that player interaction 'was a mistake' and he ends up writing a book
I think he was just having a frustrating day, and had to vent on social mediaHow he can call himself still a game designer and not recognize that 'saving' is a tool to be used