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Kabuto: PC Gamers are supposed to be hardcore elite players as they put it but you would rather be coddled?

Come on. I bet you saved after each blunderbuss hit on the final boss in the first game taking away any challenge.
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Leroux: The thing is people can choose for themselves what they enjoy most. Not every PC gamer cares about being a hardcore elite player and compare themselves to others. If someone wants his game challenging that's fine, if someone else saves after each blunderbuss hit on the final boss and takes away the challenge in your eyes, I think that's fine, too, if they enjoy it that way.

Some people mentioned you can just turn down the difficulty but that's not true for all games, and besides, it would only make surviving easier but not necessarily save you a lot of time (not to mention that often the real difficulty has to do with clumsy controls, badly designed arcade elements or counterproductive camera angles in which cases the difficulty settings won't do anything to help you) . Like I said, I think the most horrible thing about these systems is that they're dictating how much time you have to spend with the game before you can quit, and if there's one thing about PC gamers, I think it's that they like to stay in control of things, as opposed to being lead by the hand and "coddled" in whatever way, including the designers taking care of your savegames for you so you don't have to think about them anymore. ;)
This...

I play games to have fun. My schedule is rough and I don't have a ton of free time. I would rather have a modest challenge that allows me to actually get through a game than a punitive system that makes me have to replay an area 10 times over at 15 minutes per attempt.

Others want to have that challenge. It is possible that I just suck at playing games, but they are still fun for me and I would like them to stay that way.
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MichaelPalin: I'm kind of tired of doors or whatever closed behind me so I don't leave the battleground, or doors or whatever suddenly opening in front of me because I killed all the enemies. Oh!, this door was closed, but now that everyone is dead it has magically opened.
That instantly made me think of Zelda.

I cut my teeth on old adventure games and had it drilled into my head (through forgetting many time) "Save early, save often, use multiple saves", It annoys me when a game doesn't let me do it that way. Checkpoints, and autosaves are great but I like the freedom to save whenever.

The other type of game I played as a kid was RPGs on the SNES and I was constantly telling my mom "Wait, I need to get to a save point first". Games really should have progressed enough that when my kids are old enough they don't have to say the same to me.
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orcishgamer: being able to save and try and crit the same deathclaw or group of cazadors over and over again kind of takes the challenge away.
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DreadMoth: It's up to the player to stop themselves doing stuff like that - them messing up the experience for themselves is their own fault, not a fault of the save system.
Only sort of, when a system like that exists the designers give far less effort towards balancing stuff like that. You can run into cazadors very early in New Vegas, well before you can handle them, but with time invested in the direction you've been going (due to quest or whatever) you just keep pushing.

So I don't believe it's as simple as you make it out to be. The save system will change the nature and balance of the game.
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orcishgamer: Encounter balance and achievements, that's why they're doing it, not laziness.
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MichaelPalin: Achievements, really? As if I needed more reasons to hate achievements. Well, I don't really hate them, but I consider it bullshit how developers are forced to include then in any game. Can you explain a little bit further why achievements force checkpoint-based saving?

And also, as a game developer, can you tell why any modern game design trend is a step further on telling me how I have to play my games? Because I started playing games for the freedom they gave me and now all the games have become movies that continually tell me what button I have to press for the action to continue.
Sure thing, if you don't like achievements then you probably don't know their typical format. Some are like "play through on hard" or "do X without dying" or even "do X with getting hit", allowing a quicksave every 5 steps makes a lot of those achievements lose their difficulty.

For instance in Castlevania: Lords of Shadow, Act 3 boss there are 3 different phases. He's largely considered the hardest boss in the game (part of that is due to encountering him well before you have a lot of upgrades). One game achievement is to fight him without using Light Magic (the healing mechanic in the game), since he does insane damage this largely means not getting hit more than about 3 times on the easiest levels and only 1 time on the harder levels. The achievement doesn't care if you do it on Easy Mode, just that you do it without activating your healing. It's a very long fight, there's checkpoints between phases but that's it.

Now one might complain about this, it is just one way to design a game. On the other hand, sometimes the reason you hit a wall in a room or during a battle is the game designers have been trying to teach you how to play their game: "Hey, we've taught you the basics, the game just gets harder later on, you need to understand this by now, here's a wall of difficulty carefully designed to force you to use our game mechanics." Now the player may fail on the wall due to bad game design, testing, poor teaching of the mechanics, or just due to needing practice.

Later on players tend to come back to score achievements, by then they have the game mastered and are hunting for a badge of perfection (this isn't as lame as it sounds, at least not always, the Castlevania achievement I described was really fun to get). This all is easier to design and balance with a fixed save system.
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MichaelPalin: - Sometimes, the checkpoint triggers before you have done something, or you realize that you wanted to prepare in another way for a battle. In Alice for example, right now I have triggered a checkpoint before realizing there was a secret place, so now, every time I'm killed (as a complicated battle follows) I have to go back to the secret place, collect the secret collectible and advance to the battle. Why can't I save by myself after collecting the secret item? Or what about when you realize that you want to use a different equipment? You cannot undo a checkpoint, which, when a battle is complicated, it forces you to do the same changes again and again and again.
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Virama: The first game that instantly came to mind would be Darksiders :) Amirite?

That's not to say I don't love the game to bits but I fucking hate missing a chest, getting to a zone where I know the boss is next and won't be able to go back for ages, and I turn around and see a hidden chest so every single time I die... Marathon.
I still get the willies from one Darksiders room with two waves of normal enemies, it was small and I died so many times, brutal game in places. It was fun as hell though.
Post edited June 27, 2011 by orcishgamer
Damn checkpoits were the only thing that stopped me from finishing Far Cry in the first place. I hate them.
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Fenixp: Ummm... Saves worked like that since forever, it is not a modern trend. I mean, you couldn't save in Baldur's Gate with enemies nearby! You can just find out which games use which system and play based on that.
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MichaelPalin: That's too bad (especially since I have to play that game eventually), but I don't understand where is the difficulty in saving while in combat. Just have to save positions, actions, states of all characters and that's that.
It it not about difficulty in the saving. It is just that these games use a luck-based system for a lot of things in combat, so saving within combat would just make the player save his lucky throws in combat, instead adapting to better strategies.

IMHO in any luck-based combat system saving during combat is a no-go. The combat is meant to be a challenge after all.

Im for sure, could not imagine UFO: Alien Invasion with saving during missions. That just renders all the points of the game moot.
Post edited June 27, 2011 by PaulDenton
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PaulDenton: IMHO in any luck-based combat system saving during combat is a no-go. The combat is meant to be a challenge after all.
I honestly do not understand this point of view. If the developers design the combat to be challenging without pausing after every sword swing, they've done their job. If people decide to save 64 times during a battle and they don't find it a challenge because of that... so what? The option to save should still be there for players that want it. If it kills combat for you, then don't do it. It's the same as using cheats. Many games have a developer console available with a ton of cheat codes that can be used in the game. If a player uses those, the game becomes a cakewalk. So what? If you don't want the game to be too easy don't use them. Same with saving in combat or anywhere else. Since choice to save is entirely up to the player, there's no reason to worry about it 'lessening' the challenge.

Now, OrcishGamer gave an achievement related reason for not being able to save any time you want, and I can at least see the reasoning there (although in that case, I say why not make a system where you can enable the achievements, but that disables the 'save when you wan' option), but not the 'it makes the game less challenging' reason.
Some people like the challenge of going through the multiple waves of baddies without the ability to save, but are too tempted to save in tiny increments b/c they can. So some developers think that games are more enjoyable for those people with difficulty added to it through checkpoints.

That said, sometimes things are too tough. Sometimes, people don't want a checkpoint.

My favorite game-save idea was with Mount and Blade. You could select a hardcore mode that only allowed you to save on exit. And you could select the easier mode that allowed you to save whenever you wanted. What's wrong with giving people a few options?

People like choices. And the more choices a game gives a player, the better its chance of success.
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Tallima: So some developers think that games are more enjoyable for those people with difficulty added to it through checkpoints.
The problem is that so many misjudge the right moment to incorporate checkpoints. To cut a long story short, the checkpoint should be right before the point at which you're most likely to need it. Having to do a load of trivial shit again and again because of poor design is a major turn off.
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orcishgamer: I still get the willies from one Darksiders room with two waves of normal enemies, it was small and I died so many times, brutal game in places. It was fun as hell though.
Yeah and I've been playing it on Nightmare difficulty (first playthrough) with mouse/keyboard. Some places are so fucking hard. SO. FUCKING. HARD. The worst boss was Tiamat (the flying one) - took me six months to clock but when I did, oh boy, I felt SO GOOD. Pumped my fist and everything and I"m not normally an emotional player.

Thank god I've finally unlocked the War God inside myself plus JUST gotten Ruin. Man I'm in love with that horse already. Trying to kill that stupid sandworm but it's pretty hard to shoot as well as run away with the m/kb combo. :3
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orcishgamer: I still get the willies from one Darksiders room with two waves of normal enemies, it was small and I died so many times, brutal game in places. It was fun as hell though.
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Virama: Yeah and I've been playing it on Nightmare difficulty (first playthrough) with mouse/keyboard. Some places are so fucking hard. SO. FUCKING. HARD. The worst boss was Tiamat (the flying one) - took me six months to clock but when I did, oh boy, I felt SO GOOD. Pumped my fist and everything and I"m not normally an emotional player.

Thank god I've finally unlocked the War God inside myself plus JUST gotten Ruin. Man I'm in love with that horse already. Trying to kill that stupid sandworm but it's pretty hard to shoot as well as run away with the m/kb combo. :3
I think there's a lock on with that gun, it tracks the worm pretty well. He's actually one of the easier bosses, like you said Tiamat was fairly brutal, especially as you are underpowered while fighting her. Once you get the gauntlet and learn the ground pound move you can wipe out entire waves of enemies at once. Bosses are still rough, though.
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PaulDenton: IMHO in any luck-based combat system saving during combat is a no-go. The combat is meant to be a challenge after all.
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Coelocanth: I honestly do not understand this point of view. If the developers design the combat to be challenging without pausing after every sword swing, they've done their job. If people decide to save 64 times during a battle and they don't find it a challenge because of that... so what?
[..]
Ok,

I guess I am not the casual player, therefore I may have different opionions. In my view if a game is to hard for you, then you should not be able to beat it. What is the point of cheatsaving oneself to a game. I honestly do not see this as interesting at all. But again I am not a casual player and I do not see the Baldurs Gate-league of games as casual. The same holds for UFO: Alien Invasion... yes that game should punish you for failures. This just makes wins more exhilarating.

In my opinion this is also ok from a developers point of view. It is his product and he can target it at his audience.
This may lose him sales, granted, and he should be aware of that.
However I do not think anyway that these games appeal to casual players very much with or without a save feature. They are (at least in my opinion) to be played for a few hours at least in one go.

If I want to go casual, I play Super Mario Bros on my Wii.
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PaulDenton: Ok,

I guess I am not the casual player, therefore I may have different opionions. In my view if a game is to hard for you, then you should not be able to beat it. What is the point of cheatsaving oneself to a game. I honestly do not see this as interesting at all. But again I am not a casual player and I do not see the Baldurs Gate-league of games as casual. The same holds for UFO: Alien Invasion... yes that game should punish you for failures. This just makes wins more exhilarating.

In my opinion this is also ok from a developers point of view. It is his product and he can target it at his audience.
This may lose him sales, granted, and he should be aware of that.
However I do not think anyway that these games appeal to casual players very much with or without a save feature. They are (at least in my opinion) to be played for a few hours at least in one go.

If I want to go casual, I play Super Mario Bros on my Wii.
Depends on what your definition of 'casual' is, I guess. I'm not a 'casual' player in the sense that I want easy games with I WIN buttons. I prefer games like Baldur's Gate and the like that require some strategy/tactics. I usually play my games in hard mode for the challenge as well.

However, I am a casual player in the sense that I only have limited time to play and want to be able to save my game when and where I want, since I don't always have the time to reach the next checkpoint, may have to leave my computer at the drop of a hat, and don't see the appeal in playing through sections I've already played just because I had to shut the game down with no possibility of saving.

To be clear, I don't particularly mind not being able to save in battle. But I see no harm in that being an option, and there have been times where, for one reason or another, I've had to shut my game down in the middle of a big battle and it would have been really nice to be able to pick up where I left off as opposed to starting over again. Especially since the reason i had to stop wasn't because my character died or things weren't developing in my favor.
If a singleplayer game doesn't have quicksave I quit the game most times.
It's bizarre to me that players could get behind the idea of giving either themselves or others fewer options.