It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
anomaly: snip
Thanks for pointing it out. I haven't played Thief 2 yet but time limits bother me.

avatar
doady: Gamers should punished for dying, imo. Don't want to repeat a section of the game? Stop sucking. Simple as that. Gamers today have become soft, it is sad. The idea that death should have no consequence is absurd.
Easier said than done. I rather skip a game, complain about a certain game's save system, suck and move on to a preferred game than your solution. If yours work for you, good for you but I'll still disagree with it. Also, if it's not fun it doesn't matter if you suck or not.

avatar
doady: Of course, there is a difference between a death that is the fault of the player and a death that is the fault of the developer (i.e. poor design decisions and bugs). The latter is always unacceptable, regardless of the save system.
It is but I believe people draw the line differently. Bugs are easy to blame but poor design? That's highly subjective. I'm not saying you said anything to the contrary, only pointing it out.

avatar
Martek: That makes perfect sense to me. That it can go from "perfect sense" in one person to "no sense at all" in another is a pretty big variance. Now, to agree with it or not - that is a different thing (I mostly do agree with it). Goes to show how everyone is different, I suppose.
I also agree. To me not understanding self-made challenges is lacking imagination and I rather excel or enjoy those then chase someone else's goal with rules I don't agree with. Games are for fun, they are not about survival (IMO).
avatar
Martek: That makes perfect sense to me. That it can go from "perfect sense" in one person to "no sense at all" in another is a pretty big variance. Now, to agree with it or not - that is a different thing (I mostly do agree with it). Goes to show how everyone is different, I suppose.
What a nothing statement.

avatar
Nirth: I also agree. To me not understanding self-made challenges is lacking imagination and I rather excel or enjoy those then chase someone else's goal with rules I don't agree with. Games are for fun, they are not about survival (IMO).
What the fuck has that to do with the quoted part?
avatar
doady: Gamers should punished for dying, imo. Don't want to repeat a section of the game? Stop sucking. Simple as that. Gamers today have become soft, it is sad. The idea that death should have no consequence is absurd.

Of course, there is a difference between a death that is the fault of the player and a death that is the fault of the developer (i.e. poor design decisions and bugs). The latter is always unacceptable, regardless of the save system.
Why should gamers be punished for dying? My interpretation of a fun game may be different to yours. I tend to prefer games which are not taxing and my frustration ceiling is pretty low.

Therefore, should developers not cater to my gaming needs because of your unwritten principle? Playing devils advocate, I could turn this on its head and say that all games should be easy......if you don't like it, make it harder for yourself in the settings. If it's still too easy, play it with a patch over one eye.
I thankfully haven't played a lot of that use only autosave checkpoints, so my experience with them is minimal.

The only game that infuriated the hell out of me due to them was Mirror's Edge. Having the checkpoints paced out so badly, I was dying constantly. It is amazing I was able to finish that game.

I played through Bioshock: infinite recently (and got through it on normal), and there were maybe 1 or 2 places that it bothered me, but otherwise it was okay.

I agree that if there isn't a reason for it, at least on PC ports, they should have a proper savegame system. I also played through Spec Ops: The Line recently, and in that game, although again there were several places I was stuck repeating the same segment over and over and over, I can understand the desire for autosave vs savegames in that, narratively.
avatar
Ivory&Gold: What a nothing statement.
avatar
Ivory&Gold: What the fuck has that to do with the quoted part?
avatar
Ivory&Gold: None of that makes any sense at all.
just wow
avatar
Martek: just wow
How about, instead of telling me the equivalent of 1+1=2, you explain to me how the claim that preferring checkpoints to a save anywhere system relates to "forcing others to play games they way you want to play" makes perfect sense to you?

Edited for clarity.
Post edited March 29, 2014 by Ivory&Gold
Oh boy! XD
Attachments:
war.jpg (13 Kb)
avatar
Martek: just wow
avatar
Ivory&Gold: How about, instead of telling me the equivalent of 1+1=2, you explain to me how the claim that preferring checkpoints to a save anywhere system relates to "forcing others to play games they way you want to play" makes perfect sense to you?

Edited for clarity.
Ref:
avatar
tarangwydion: Honestly, I cannot understand when people complain about save game anytime anywhere, especially in a single player game. In such case, it is up to each gamer how they want to enjoy the game, whether they want to save periodically and regularly every few minutes, or whether they want to save scumming, or whether they do not want to use the quicksave, etc. Especially in single player games, when what one does surely does not affect others in any way? Why forcing others, to play games they way you want to play?
In a "save anywhere" system, one whom prefers checkpoint saves can simply choose to save at certain "checkpoint" locations (like maybe at a base before heading out of it, or before talking to a quest NPC); and then not save again until they think another proper "checkpoint" location has appeared

One that prefers a "save anywhere" system, playing a "checkpoint saves only" game does not have that choice to save where they like. They can only save where the checkpoints are.

In a checkpoint system, you are "forced" to play within the constraints of the checkpoint system . In a save-anywhere system, you are not. Additionally, in a save-anywhere system, those preferring a checkpoint system still retain that option - by choosing themselves to limit their saves to "checkpoint" locations.
Post edited March 29, 2014 by Martek
avatar
Martek: In a "save anywhere" system, one whom prefers checkpoint saves can simply choose to save at certain "checkpoint" locations (like maybe at a base before heading out of it, or before talking to a quest NPC); and then not save again until they think another proper "checkpoint" location has appeared

One that prefers a "save anywhere" system, playing a "checkpoint saves only" game does not have that choice to save where they like. They can only save where the checkpoints are.

In a checkpoint system, you are "forced" to play within the constraints of the checkpoint system . In a save-anywhere system, you are not. Additionally, in a save-anywhere system, those preferring a checkpoint system still retain that option - by choosing themselves to limit their saves to "checkpoint" locations.
But we already talked about that on page 1.

To quote myself:

"Also, of course, a game with a save anywhere function is designed around it. The way encounters are set up, the difficulty level, the flow of the game, the level structure... you obviously won't get the feeling of checkpoints by being parsimonious with the quicksave function, you'll only get a subpar experience that's neither here nor there."

There's no fundamental difference between this debate and the ones over recharging health or cover systems.

Or to, put another way, the mere fact that (almost?) nobody who prefers limited saves wants them introduced to pure point&click adventures proves you wrong.

Edit:

Simply releasing two versions of a game isn't a solution either, unless both versions are so fundamentally different that they each embrace their respective save system and the fights are designed with it in mind, which of course is not at all realistic.
Post edited March 29, 2014 by Ivory&Gold
avatar
Ivory&Gold: ...
Oh my, let's just battle generalizations with more generalizations, surely, that'll work!

First of all, majority of save anywhere systems also have checkpoints implemented, and those tend to work rather well all by themselves. How do I know? I do choose to play some save anywhere games with checkpoints. Most of the time, they work just as well as a game designed around checkpoints. You should probably try that as well before passing judgement - I have played Dishonored with checkpoints only, Far Cry 2 with checkpoints only, at the time even Morrowind but I definitely do not recommend doing so (it's one of the games that doesn't really work with checkpoints very well.)

But when I want to save in a game designed solely around checkpoints, I just get frustrated, because... Well, I have no bloody choice in the matter.
avatar
Fenixp: Oh my, let's just battle generalizations with more generalizations, surely, that'll work!
Don't think that would work, but surely the result would still be less sad then actually ending up arguing the very opposite of what you started off with, right?

avatar
Fenixp: You should probably try that as well before passing judgement - I have played Dishonored with checkpoints only, Far Cry 2 with checkpoints only, at the time even Morrowind but I definitely do not recommend doing so (it's one of the games that doesn't really work with checkpoints very well.)
Oh, I did. I also did the opposite: I've played checkpoint based console games via emulators with integrated quicksave slots.

Personally, I would enjoy games build around limited saves that also offer a save anywhere functionality. But would those people who enjoy quicksave shooters have as much fun using the function in, say, Gears of War? I know I wouldn't.
Post edited March 29, 2014 by Ivory&Gold
avatar
anomaly: Actually, in Eavesdropping (that Thief 2 level), the "time" was up as soon as you made it to the right door. The game was rigged so you would make it there at the right time no matter what.

Go back and try it and see how it goes.
avatar
marianne: That's good to know. Glad you pointed it out. I've run into that in a few other games. LOL
avatar
anomaly: snip
avatar
Nirth: Thanks for pointing it out. I haven't played Thief 2 yet but time limits bother me.
Pleased to be of service!
avatar
marianne: <snip>
Oh,oh...I have Legend of Grimrock and the Tomb Raiders. A friend says the Tomb Raiders are her favs, so I said I'd play them along with her. Yes, the timed sequences can be a problem. I also have the Thief series. :)
...
Noooooo - never, ever, ever use my experience as a reflection of an average gamer!! I'm a complete lightweight so the chances are you'll love Tomb Raiders and Legend of Grimrock,
avatar
marianne: <snip>
Oh,oh...I have Legend of Grimrock and the Tomb Raiders. A friend says the Tomb Raiders are her favs, so I said I'd play them along with her. Yes, the timed sequences can be a problem. I also have the Thief series. :)
...
avatar
pigdog: Noooooo - never, ever, ever use my experience as a reflection of an average gamer!! I'm a complete lightweight so the chances are you'll love Tomb Raiders and Legend of Grimrock,
. . .
. . .
I played Tomb Raider yesterday for 6 hours and love it. It has a nice story, it's fun, lots of action and not too challenging. AND when you die, you get another "go" without going waaaayyy back. Now that's a plus.
I bought 3 more TR games that Steam has on sale.
avatar
marianne: Oh,oh...I have Legend of Grimrock and the Tomb Raiders. A friend says the Tomb Raiders are her favs, so I said I'd play them along with her. Yes, the timed sequences can be a problem. I also have the Thief series. :)
If I'm not mistaken LoG and the first TR series have a "save anywhere" function though, haven't they? Or does LoG actually have a checkpoint system? I've only played it for a bit so far, and that was a while back ...