Tramboi
Prophet
Like those... what?
What does permadeath have to do with what I said?
Mmmh "checkpoints" you said ? Specific game-designed (town or game quitting) save locations in games ?
Seems to me Wizardy and Rogue fit the concept.
Like those... what?
What does permadeath have to do with what I said?
What a compelling overarching story you'd get then.RPGs allow you to create an overarching story and reloading muddles that up. I just stop playing a game when I lose. The story ends with the death of my character/party/whatever.
Yeah it's tough. I still haven't beaten the game. But I roll a new character now and then and try different ways of succeeding.What a compelling overarching story you'd get then.RPGs allow you to create an overarching story and reloading muddles that up. I just stop playing a game when I lose. The story ends with the death of my character/party/whatever.
Fallout tells a story set in a post-apocalyptic uchronian future. A brave vault dweller ventured outside his safe home to help his community, searching for a water-processing chip. He met a peaceful community on his way to Vault 15 and decided to help them get rid of radscorpions out of pity for their elderly, and secretly wishing he could get reward sex with the daughter of their leader. While fighting the mutated beasts, he clumsily shot himself in the foot and dropped his gun. He then got inoculated with a violent radscorpion's poison and died alone in a wet, dark cave, convulsing, shitting and pissing himself, blood pouring out his eyeballs while giant scorpions were beginning to eat his arse.
His vault never sent any help, and eventually got overrun by an army of supermutants who proceeded to murder, rape or abduct its inhabitants.
FIN.
What a compelling overarching story you'd get then.RPGs allow you to create an overarching story and reloading muddles that up. I just stop playing a game when I lose. The story ends with the death of my character/party/whatever.
Fallout tells a story set in a post-apocalyptic uchronian future. A brave vault dweller ventured outside his safe home to help his community, searching for a water-processing chip. He met a peaceful community on his way to Vault 15 and decided to help them get rid of radscorpions out of pity for their elderly, and secretly wishing he could get reward sex with the daughter of their leader. While fighting the mutated beasts, he clumsily shot himself in the foot and dropped his gun. He then got inoculated with a violent radscorpion's poison and died alone in a wet, dark cave, convulsing, shitting and pissing himself, blood pouring out his eyeballs while giant scorpions were beginning to eat his arse.
His vault never sent any help, and eventually got overrun by an army of supermutants who proceeded to murder, rape or abduct its inhabitants.
FIN.
Just like in the roguelike Tales of Maj'eyal when your toon gets killed, the system creates a death message describing the cause of death and the perpetrator; then post it in global chat so you can rejoice at your wasted effort alongside others.What a compelling overarching story you'd get then.
Fallout tells a story set in a post-apocalyptic uchronian future. A brave vault dweller ventured outside his safe home to help his community, searching for a water-processing chip. He met a peaceful community on his way to Vault 15 and decided to help them get rid of radscorpions out of pity for their elderly, and secretly wishing he could get reward sex with the daughter of their leader. While fighting the mutated beasts, he clumsily shot himself in the foot and dropped his gun. He then got inoculated with a violent radscorpion's poison and died alone in a wet, dark cave, convulsing, shitting and pissing himself, blood pouring out his eyeballs while giant scorpions were beginning to eat his arse.
His vault never sent any help, and eventually got overrun by an army of supermutants who proceeded to murder, rape or abduct its inhabitants.
FIN.
because I have no friends and therefore can't play multiplayer games so I need to judge other people based on how they play their singleplayer gamesWhy should it matter to anyone how everyone else plays their single-player games? They paid for it, they decide if they want to spend more time looking at loading screens than the game world.
Why should it matter to anyone how everyone else plays their single-player games? They paid for it, they decide if they want to spend more time looking at loading screens than the game world.
If the internet has taught anyone anything, it should be that people will complain about literally everything. And that 99% of the time, you're better off ignoring them. If you're a game designer and you can't fathom that, your game is gonna have a bad time.This is actually a good question. Why does it matter? (...)
If the internet has taught anyone anything, it should be that people will complain about literally everything. And that 99% of the time, you're better off ignoring them. If you're a game designer and you can't fathom that, your game is gonna have a bad time.
Having said that, both your examples sound like either difficulty or save solution problems. And that not having anywhere saving on an open world game sounds like a really bad idea, for bugs if nothing else.
The point was, if I make chairs and a portion of my clientele starts using the legs to fuck themselves with to the point I change into dildo manufacturing, odds are I never deserved the patronage of people who just wanted something wot to sit on. Hold on, that metaphor doesn't really work. Eh, you know what I mean. Regardless, no amount of #STOPFUCKINGCHAIRS posts you make is going to deter the people doing it or the business decision. Demonizing it, like you often see with regards to save-scumming or cheating (again, in single player) is a waste of time.Because that affects how future games are designed.
It is a game mate,you lack the versatility of real life. If you mess up something there are no positives,loosing homo points means that you don't endup being a homo,you cant go over to the guy and talk it over like in the real world. Also in real world you don't loose homo points for stupid things like having different opinions on something trivial. In the real world you don't get caught because you are picklocking a small box put next to the head of the owner,you can simply take it outside and smash it open. Also you don't get caught because you can't turn off the freaking lights. I have raged many times at the screen because of my protagonist says something retarded and fucked me up. Many times games are made by asocial guys that lack the exp. C&C are pretty bad in most games and i get annoyed by some because there is a clear third way that will work for most people bud the devs didn't came up with it.In philosophical debates people start by defining their terms to avoid confusion, and I can see why since everything short of ironmanning has now become save-scumming in this thread.
Save scumming is where something happens in a game that you don't like as a result of your actions, and so you load an earlier save to undo it.
So you die and reload the game, well yeah you are there to play the game. But let's say you use too many potions, or one of your dudes dies, or you lost homo points on your gay romance, so you reload the game. Well then this has become a matter of save scummery where you just want the optimal experience and its the developers fault for having randomness fuck you codex etc.
I think save-scumming is a shame because you miss out on having to work with a less than ideal situation, which can even have its own fun little narrative such as barely hauling ass from a dungeon, killing every one in a botched theft, or some other funny story you can tell your bros on the dex. Save-scumming even works its way into design philosophy because developers become defeated about consumers averting failed routes for quests, so they don't make it possible to fail and make more roller-coaster like games. Though this may be a problem with the games themselves like some of you say where you are worried about missing out on content and failing doesn't unlock alternative content, usually.
I can't really see it. Please, before your passion overrides your judgment, read what I have written below.
What is so wrong with save-scumming anyway? It's a computer game after all. You are supposed to win at the end. I can see the scenarios in which it is bad, namely when the difference in winning or losing an encounter is based solely on chance or at least predominantly based on chance. That as I see it is just a consequence of bad design.
I can think of two alternatives to alleviate this problem: Firstly, make all checks "hard", i.e. there is a simply a skill level requirement that you need to accomplish anything; no die rolls like in NWN that allow you to pass a check. This is not PnP after all. Secondly, make the rolls have a small effect based on the chance like in AoD where you can save-scum but you are punished for it by having to do it a billion times to win a fight without the requisite skill. People autistic enough to do that exist and there is no problem with that. If you are an autist in the other direction, i.e. you want to "iron man" aka torture yourself to finish a *computer game* you are welcome not to use the quick-save system. Just use the save button on exit.
Fuck you for making me look for it, because curiosity.There was some indie game 10 years ago that was super obscure and only known on the Codex. The setting was pretty cool, 1950s alien invasion scifi, classic Baldur's Gate style RPG. I forgot the name of the game, something with Omega in it or something? I don't think it's commercially available anymore.
The creator of the game hated savescumming and loved ironman. Therefore, the game had an enforced ironman mode. You only had one save and if you died, the save would be deleted. Try again loser.
Now, considering the fact that it's a Baldur's Gate style RPG rather than a randomized roguelike, and the fact that some players encountered bugs, you might guess why forced ironman mode with save deletion is a terrible idea.
Died in act 2? Haha, now you can do the entirety of act 1 again even though you already went through it an hour ago, finishing every single fetch quest like a completionist. Have fun experiencing the exact same content once more!
Fuck enforced ironman mode. Unless your game is a randomized roguelike, shit like this is out of place.
Fuck you for making me look for it, because curiosity.There was some indie game 10 years ago that was super obscure and only known on the Codex. The setting was pretty cool, 1950s alien invasion scifi, classic Baldur's Gate style RPG. I forgot the name of the game, something with Omega in it or something? I don't think it's commercially available anymore.
The creator of the game hated savescumming and loved ironman. Therefore, the game had an enforced ironman mode. You only had one save and if you died, the save would be deleted. Try again loser.
Now, considering the fact that it's a Baldur's Gate style RPG rather than a randomized roguelike, and the fact that some players encountered bugs, you might guess why forced ironman mode with save deletion is a terrible idea.
Died in act 2? Haha, now you can do the entirety of act 1 again even though you already went through it an hour ago, finishing every single fetch quest like a completionist. Have fun experiencing the exact same content once more!
Fuck enforced ironman mode. Unless your game is a randomized roguelike, shit like this is out of place.
Uh, was it The Omega Syndrome? And no, you seriously can't find the full version anywhere.