If you cannot see how being required to do multiple tasks in real time, consecutively, successfully, and with minimal margin for error is genuinely more difficult than doing one task at a time with infinite margin for error, there's no point in continuing this discussion.
Well, perhaps since you manage to ignore even the bit that you quoted where i acknowledge that it makes a game more difficult. That many games rely on their (lack of or broken) save systems for their difficulty is something i mentioned from the beginning of this thread.
These two statements contradict each other. Can you not see that?
The second clarifies and expands on the first statement - after the part you quoted i wrote "
even in the case of player skill based games, the game should introduce something different and more challenging for the player to overcome instead of using the repetition introduced by a limited (intentionally broken) save system".
I mean think about it logically, this was even in the context of using a platformer as an example, would it even make sense to imply that after you -e.g.- show to the game that you can jump there wont be any more jumping
on a platformer? Because your interpretation seems to be something like that, however that interpretation makes no sense at all, so why are you sticking to it instead of trying to understand what i meant (the full thing i wrote, not just the bit you quoted) especially when i write a clarification about it?
In the case of the platformer i was referring to things like a gap in the level. After jumping that gap having the level ask you avoid the
same gap is pointless repetition - the player already demonstrated their ability to jump that specific gap. Instead it should use something different (in the confines of what the game is all about,
obviously - so a platformer will still use obstacles that you'd expect from a platformer to have), like a different gap, a trap, a combination of a gap and a trap, a jump that requires some initial running, a gap that relies on some lever and a mechanism to close or whatever. Many games, very often including platformers, have limited "vocabularies" in their design but that doesn't mean they have to repeat the same words or "phrases" over and over (a gap followed by a trap, followed by a gap, followed by a trap, followed by a gap, followed by a trap is still repetitive).
Whether it's content repeated due to checkpoints or content that simply recurs at multiple points in the game, it's still repetition.
Content that is repeated due to checkpoints is not the same as content that recurs at multiple points in the game which itself is not the same as content that is placed on a row multiple times one after another - note that i compared the first with the third, not the first with the second.
If nothing else (and not to be confused as my main point, just another thing that shows how these two are different) you can't criticize a game for being repetitive because you had to repeat a checkpoint 10 times, but you can criticize a game for being repetitive for placing the same encounter 10 times in a row.
You absolutely can and people often do.
And they are wrong because one (placing the same encounter 10 times) relies on the game's design itself and is an explicit choice some designer made whereas the other may vary between players (some might not even need to repeat a checkpoint or only do one or two repetitions, others may repeat it 20 times or abandon the game at that point). The first is something that pretty much every player will experience so it makes sense to criticize it as something you can point to and explain, the other will be a different experience for every player.
Wtf am I reading. Even normie RPGs usually don't allow saving in the middle of combat, let alone a boss fight. What is even the point of playing a game if you can use saves to immediately circumvent all of your failures?
Read all the previous posts i made in this thread, it should all be explained there. If you have questions and find something not clear, i can -try to- clarify.