I believe it's called 'Journalist Mode' these days.I demand the developers enable the cheat mode for everyone, not doing so limits my fun.
If an obese person is trying to lose weight and therefore gets rid of all the junk food and sweets in his house, is that a lack of character?My take is that nothing stops an individual from self-imposing their own difficulty standards on a game (i.e. no save-scumming). But their own lack of will prevents them from not "cheating" as they see it, so they demand that the rules be forced on them to make up for their own (perceived) lack of character.
If an obese person is trying to lose weight and therefore gets rid of all the junk food and sweets in his house, is that a lack of character?
I'd say it's even closer to demanding that the local stores don't sell any junk food.If an obese person is trying to lose weight and therefore gets rid of all the junk food and sweets in his house, is that a lack of character?
Removing the junk food from your own house is not the same as removing the junk food from your neighbors house.
I even reject the assumption that having to start over when your character dies makes a game more difficult. It is time consuming but that’s not the same thing as difficult. You’re restarting with a bunch of meta knowledge and can avoid sub optimal choices you made the first time. How is that more difficult than reloading and trying to beat the game with the same flawed character that just got wrecked?
Arguing that losing progress is nothing but a waste of time is what can't be logically defended. Are all competitive games wasting your time because the other team can score points as well? If you think Starcraft is better if you save and reload whenever you make a shit decision, why not apply that to multiplayer too? Why not just make all your shit invincible so you never have to 'waste time' by not winning your first and last attempt?Asking others to be honest right after posting a straw argument isn’t exactly logically consistent.
Nobody is saying a game should never present a challenge. That’s a false position that nobody has taken.
The gripe is with having one’s time wasted pointlessly. The reason why nobody is addressing that gripe is because wasting the player’s time can’t logically be defended.
You're confusing "challenging" and "punishing".There's nothing challenging about drinking poison, reloading 2 seconds earlier and not drinking poison. The challenge is in noticing the clues that let you avoid ever drinking the poison to begin with. The option to savescum changes that challenge from something meaningful to a hollow, arbitrary achievement, just like winning with invincible units would be.
Are you retarded? I suppose scoring a perfect score on an exam isn't challenging either?Clicking dialog options isn't challenge irrespective of the save system.
It's an offtopic, but yes actually. Multiple-choice quizzes can be punishing, but not challenging. I happen to work in academia, and I never use them - they don't test jack shit other than mechanical memory and they're not that hard to game.I suppose scoring a perfect score on an exam isn't challenging either?
I would like to see you solve a sudoku that way. Let's see how many years it will take you.I haven't played monkey island but if you can't lose progress then the only effort involved would be trying one random option after another without any need to think about it.
Because then you're trying to succeed where you failed, not repeating stuff you already succeeded in.What's the difference between having to replay a fight and having to replay multiple fights?
Because challenge - in that particular case - is in winning fights, not succeeding individual attack rolls. You can succeed on every attack and still lose the fight. You may even have a deterministic system where every attack automatically connects, still doesn't mean you win every battle.Why isn't replaying one fight a waste of time, so the game should let you reload in between every missed attack roll?
Cat Mario is very far from obscure. And my ego is fine, thank you - I have a life.You're just trying to soothe your ego by claiming your failures weren't legitimate and merely 'wastes of time' you couldn't have avoided. That you have to reach for some obscure shitty romhack nobody has ever heard of to use as an example is telling.
Nobody is demanding this, though. It's usually people - mostly game journalists - demanding easy modes in otherwise challenging games (i.e. putting junk food into my fridge).I'd say it's even closer to demanding that the local stores don't sell any junk food.If an obese person is trying to lose weight and therefore gets rid of all the junk food and sweets in his house, is that a lack of character?
Removing the junk food from your own house is not the same as removing the junk food from your neighbors house.
Nobody is demanding this, though. It's usually people - mostly game journalists - demanding easy modes in otherwise challenging games (i.e. putting junk food into my fridge).I'd say it's even closer to demanding that the local stores don't sell any junk food.If an obese person is trying to lose weight and therefore gets rid of all the junk food and sweets in his house, is that a lack of character?
Removing the junk food from your own house is not the same as removing the junk food from your neighbors house.
Arguing that losing progress is nothing but a waste of time is what can't be logically defended. Are all competitive games wasting your time because the other team can score points as well? If you think Starcraft is better if you save and reload whenever you make a shit decision, why not apply that to multiplayer too? Why not just make all your shit invincible so you never have to 'waste time' by not winning your first and last attempt?
That isn't a fucking reason you moron. You can save and fuck off at any time without having multiple save slots to reload. The only reason to need save anywhere + multiple slots is so that you can save before every irrelevant decision and rewind your mistakes.The main reason I like save anywhere is that I like to be able to save and fuck off at any time.
That isn't a fucking reason you moron. You can save and fuck off at any time without having multiple save slots to reload. The only reason to need save anywhere + multiple slots is so that you can save before every irrelevant decision and rewind your mistakes.
The problem is that when you design a game around the assumption that everyone will savescum and only masochists won't, you get retarded shit like the consequences for failing a lockpicking or pickpocket check being an entire town fighting you to the death. Because hey, you can just reload! Hey, lets put in a dialogue where the player has no hints and has a 50/50 chance to just die, you can just reload!
There are no examples of a game which is shitty and repetitive normally but fun with extra savescumming. If it's a drag to do something more than once, it wasn't worth doing in the first place. Stop demanding that actual games be reduced to fucking hiking simulators where any mistake you make is completely meaningless.