Excidium
P. banal
You can reduce it at least.
tabletop and videogames are two very different things.It's like people have never played a PnP session before (which has NO save points, at all BTW).
Haha. No, if that was the case they couldn't have failed harder, this is as far from an actual tabletop session as it possibly gets. They didn't implement a proper save system for more technical reasons.tabletop and videogames are two very different things.It's like people have never played a PnP session before (which has NO save points, at all BTW).
Yes they are. But what I can see, was they were more trying to closely resemble a tabletop session with Shadowrun Returns
It's not about reloading decisions (which is laughable considering how linear and devoid of real reactivity the game is), it's about not being forced to redo in the exact same manner with the same characters the same content you just did a few minutes ago because you are at the mercy of a checkpoint system.There is no single point of adding the saving option, other than to please "casual gamers" who do not understand that if they make a wrong decision, they have to then complete the task with the decisions they made (which is more closely associated to a PnP session). Now all they have to do is LOL, reload a save.
Technology is less of an issue than lack of developer and player interest. Too busy copying old games and their limitations while being lauded for it to really take the genre to anything close to the level of a tabletop session.Granted, we still do not yet posses technology yet which can take all players actions into account, like a Human DM can do. But that, has been the crux of all cRPG's problems.....
It's like people have never played a PnP session before (which has NO save points, at all BTW).
Faggots everywhere. And them listening to these faggots. Such a shame.
Did it once, was kinda cool, dimensional hopping and time travel.Yes but, as far as I know, with a half competent DM, you never end up failing and having to retry the EXACT same sequence of events in a PNP session.
It's like people have never played a PnP session before
But what I can see, was they were more trying to closely resemble a tabletop session with Shadowrun Returns
Did it once, was kinda cool, dimensional hopping and time travel.Yes but, as far as I know, with a half competent DM, you never end up failing and having to retry the EXACT same sequence of events in a PNP session.
Ah yes, just like P&P.I DO care that they never implemented proper world persistence (and thus making nonlinear content possible without a crapton of kludging that doesn't even work right a lot of the time), and not having a proper save system is just a symptom of that problem.
Got the key but tempted to throw it in the wind. I have no intention of wasting any more of my precious time on SR.
Hee. Ah yes, I know of a fairly recent release that didn't. They botched the roll-out too.What? Sending out the keys a week ahead of time? Who does that?
with a half competent DM, you never end up failing
Main issue with SR was not the gameplay.
The combat mechanics while simple were good enough, much better than in Fallout for example.
With the same mechanics the combats would have been instantly much more enjoyable if balanced (much harder and more strategic).
Unlike W2, Torment, Deadstate or PE Shadowrun was never meant to be anything but a light adventure cRPG reminiscent of the console games.
The linearity was too much even for that though but otherwise it was a very enjoyable game and a success IMO.
Only retards expected implementation of the PnP rules (even partial) and a full cRPG considering the goals of the kickstarter (moreover the ridiculous development time and tiny budget should have been a clear indication).
What I'm wondering about is if the modding scene took off with this game? It always seemed to me as if the best content might be the fan made modules. Especially with over 20 years of pnp stuff to use.
Was joking orange, i know what you mean, i dislike save/load mechanics myself, but they are a necessary evil, for some games more than others.Did it once, was kinda cool, dimensional hopping and time travel.Yes but, as far as I know, with a half competent DM, you never end up failing and having to retry the EXACT same sequence of events in a PNP session.
Well, OK, but in that case the time travel was used as an in-universe reason for repeating the same thing over right? Like how in Planescape you can't really die because you just end up back at Mortuary. Of course Planescape also had save-anywhere, so really there's no excuse not to take advantage of shit, like saving, that making an RPG for the PC allows.
What I'm wondering about is if the modding scene took off with this game? It always seemed to me as if the best content might be the fan made modules. Especially with over 20 years of pnp stuff to use.
Well, did some digging and it turns out that the modding scene didn't exactly take off on this one. Some of the mods that already started during alpha have just petered out, most of the biggest mods have died and most of the content wasn't that hot to begin with. At least a few big mods still seem to be ongoing though and there are a number of smaller modules around as well. Not dead, not exactly vibrant either. Kinda like the vanilla game I guess.