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1) When and if I can buy it on GOG in a $25 sale--as I cannot see paying more for it--no reflection on *this* particular game, necessarily.

2) When and if the developers integrate a save-anytime/anywhere savegame function--I make a point of refusing to buy games that do not offer this convenience to the player/customer. It is a *major* point with me.

3) OK, I might be able to tolerate a "save and exit" savegame capability, *provided* that it isn't gimmicked up in some nutty way as a *part of the game itself.* Save-games are always the province of the player and should always, always remain outside of the game itself, in the same way that game developers do not ask potential customers/players of their games to "earn" things like high display resolutions, high-quality musical scores, voiced-over dialogue, etc. These are all *expected* when one buys a quality game--and a reason to part with even $25 of the customer/player's hard-earned cash...;)

Basically, I loathe games in which the developer is concerned about the complexity, depth, and breadth of his game, and so he wants to gin up the "hours played" and "difficulty" or "tension" part of his game experience by making the player go round his elbow to get to his thumb in order to simply *save* a game--or he invokes artificial time limits, etc.! I've heard that the exit/save is not really even on demand, and that you have to get some sort of silly plant or something before you can even save your game...?..;) WTF? It seems like such a cop out. I do not consider a player/customer-friendly savegame system to be an outlier...! Hard to believe the subject has to be discussed.

I welcome correction! But I am certainly not going to pay for software based on the fallacy that the mere act of saving the game is somehow a part of the RPG game itself...! All this stuff about "scum-saving" and so on...;) Who cares? It's a silly argument, since a save-on-demand system forces no one to scum-save at all...! But it's always nice when the developer gives his customer the choice of how to *save his frigging' games," eh? I'll say...;)
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waltc: 1) When and if I can buy it on GOG in a $25 sale--as I cannot see paying more for it--no reflection on *this* particular game, necessarily.

2) When and if the developers integrate a save-anytime/anywhere savegame function--I make a point of refusing to buy games that do not offer this convenience to the player/customer. It is a *major* point with me.

3) OK, I might be able to tolerate a "save and exit" savegame capability, *provided* that it isn't gimmicked up in some nutty way as a *part of the game itself.* Save-games are always the province of the player and should always, always remain outside of the game itself, in the same way that game developers do not ask potential customers/players of their games to "earn" things like high display resolutions, high-quality musical scores, voiced-over dialogue, etc. These are all *expected* when one buys a quality game--and a reason to part with even $25 of the customer/player's hard-earned cash...;)

Basically, I loathe games in which the developer is concerned about the complexity, depth, and breadth of his game, and so he wants to gin up the "hours played" and "difficulty" or "tension" part of his game experience by making the player go round his elbow to get to his thumb in order to simply *save* a game--or he invokes artificial time limits, etc.! I've heard that the exit/save is not really even on demand, and that you have to get some sort of silly plant or something before you can even save your game...?..;) WTF? It seems like such a cop out. I do not consider a player/customer-friendly savegame system to be an outlier...! Hard to believe the subject has to be discussed.

I welcome correction! But I am certainly not going to pay for software based on the fallacy that the mere act of saving the game is somehow a part of the RPG game itself...! All this stuff about "scum-saving" and so on...;) Who cares? It's a silly argument, since a save-on-demand system forces no one to scum-save at all...! But it's always nice when the developer gives his customer the choice of how to *save his frigging' games," eh? I'll say...;)
Yeah the save system is still gimped; however there's a mod available that adds a save anywhere functionality (via the menu, as it should have been in the first place).

I completely agree with your points, but I wouldn't let it stop you from playing the game. The mod has been updated to work with the latest version and works flawlessly.
Save and exit is in the game and works perfectly fine. And brewing the save potion is really quite simple, it works well, but even if you hate this, you can use save anywhere mod and off you go.
Am I the only one who really likes the save potion system? To me a game like this is all about immersion, and this adds to the immersion. However, gamers are not wrong for wanting the option. My thought would be that maybe a "Hardcore Mode" a la Fallout: New Vegas would have been a way to compromise between the two, but WH are really getting too much backlash for what imo is a bold design choice. Imo the backlash shouldn't be about the save system, it should be about the patch system where it's like pulling teeth for us to get offline patch links, haha.
I do like the save potion system. And with the save & exit system saving isn't a nuisance anymore unless you are a compulsive quicksaver...
Besides, save potions are extremely easy to brew.
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rjbuffchix: Am I the only one who really likes the save potion system? To me a game like this is all about immersion, and this adds to the immersion.
Really? Making a potion in-game to save your game? How is that not the most meta-gamey thing possible?
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rjbuffchix: Am I the only one who really likes the save potion system? To me a game like this is all about immersion, and this adds to the immersion.
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fragonard: Really? Making a potion in-game to save your game? How is that not the most meta-gamey thing possible?
Exactly. IMO the save system of a game should be separate from the rest of the game, and THAT will increase immersion - not brewing some potion that allows you to go back in time.

I don't have a huge problem with there being a mode which doesn't allow manual saves at all - just save on exit and auto-saves at regular and/or critical junctions (e.g. chapter transitions, before/after conversations, etc). That way people would be encouraged to go with whatever choices/consequences/actions they took instead of reloading to get through a scenario/conversation the "perfect" way. If the above had been the way the game was initially, I may not have bothered to look for a save mod.

However, with the lame schnapps saving, all they've done is limit the number of saves based on how many schnapps you can craft. Apparently it's possible to craft a vast amount of these not too long after gaining the ability to create them, so they've really just limited saving near the start, while having in-game crafting (which should be part of the game/simulation) become part of the meta game.
Post edited August 16, 2018 by squid830
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fragonard: Really? Making a potion in-game to save your game? How is that not the most meta-gamey thing possible?
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squid830: Exactly. IMO the save system of a game should be separate from the rest of the game, and THAT will increase immersion - not brewing some potion that allows you to go back in time.

I don't have a huge problem with there being a mode which doesn't allow manual saves at all - just save on exit and auto-saves at regular and/or critical junctions (e.g. chapter transitions, before/after conversations, etc). That way people would be encouraged to go with whatever choices/consequences/actions they took instead of reloading to get through a scenario/conversation the "perfect" way. If the above had been the way the game was initially, I may not have bothered to look for a save mod.

However, with the lame schnapps saving, all they've done is limit the number of saves based on how many schnapps you can craft. Apparently it's possible to craft a vast amount of these not too long after gaining the ability to create them, so they've really just limited saving near the start, while having in-game crafting (which should be part of the game/simulation) become part of the meta game.
Thanks for all the replies...;) Yes, game-saving should be separate from the game itself--I know that some people don't object to such gimmicks, but to me they've always seemed like a lack of confidence on the part of the developer in his game--that it isn't "enough" somehow without incorporating saving your place in the game as a part of the game itself...;) Enjoyed the responses!
Warhorse did a lot right, but the Saviour Schnapps system is crap.

I've been playing KC: D on a new system, dialing in my overclock. I don't know how many hours of game I lost because the game crashed and I hadn't consumed a schnapps recently. OK, overclocking isn't the game's fault. How about when I stealth kill an enemy and end up getting killed because the enemy I killed was standing in the exact same place and overlapping ANOTHER enemy? And I hadn't consumed a schnapps because it makes Henry drunk, and makes him more conspicuous, compromising stealth. Or, I sneak behind an enemy and headshot him with my yew longbow and better piercing arrow, but he somehow survives an arrow through his skull and attacks. Or, a quest is bugged and I have to load a save, but my choices are limited because the game limits my saves.

I can forgive some bugs in an independent game developed by a small team (by 1.6, the bird catching quest really should be fixed), but if you're going to limit save games, your game better be goddamn PERFECT.
Do you guys think the game will be discounted during this back to school sale? If so, how much do you think the discount will be?
From an historical point of view, instead of a "magic potion" I would have appreciated if, to save, you should have gone to a church and repent your sins to some priest.

That would have been so much more immersive.
Of course could have been as often as you want.

The other interesting bit, could have been "save on death" if the character could have time to repents his before the last breath: I.e. not beheaded or similar.
No one dies instantly by a sword injury. Normally take quite long and painful time, but you could get unconscious and then die.


Why the above: because you save your soul...
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Shalabi: Do you guys think the game will be discounted during this back to school sale? If so, how much do you think the discount will be?
If you have been on the fence about this game up to now then I would highly recommend that you jump on it with both feet during the GOG 10th Anniversary Sale--three very decent games including this one--for the grand total of $25. I found it irresistible and now own the game--Galaxy is installing those ~40GBs even as I write this. By far I suspect this will be the best opportunity to score this game at a decent price for quite sometime...;)
Read this thread, have been on the fence, and even though I own the other 2 games I'll now buy based of what I've read here. Thanks for the input people - and I also hate games which cripple our ability to save.
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Shalabi: Do you guys think the game will be discounted during this back to school sale? If so, how much do you think the discount will be?
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waltc: If you have been on the fence about this game up to now then I would highly recommend that you jump on it with both feet during the GOG 10th Anniversary Sale--three very decent games including this one--for the grand total of $25. I found it irresistible and now own the game--Galaxy is installing those ~40GBs even as I write this. By far I suspect this will be the best opportunity to score this game at a decent price for quite sometime...;)
Picked it up the moment I got the email! Gonna finish FFXV before I jump in though. Thanks for the reply though!