zerebrush: I really wonder if it can be so hard to implement the save function. Could be the quicksafe/quickload - any means to freeze (sort of) the current progress within the game.
Just think of the family members the normal player is troubled with: you are just about to nuke this one villain that had been hard to deal with before - and just seconds before you strike him/it/her down: duty in form of your otherwise fantastic wife calls!
You absolutely need the save/quicksave function! :)
Bare_Mettle: The game always saves your progress, you can quit at any point and continue where you left off and keep as many playthroughs / characters going as you like. There is also checkpoint saving which allows you to return to a previous point if you die. What it doesn't allow is manually saving and loading at any point, because such a feature is exploitable to the point where anything you do or happens becomes irrelevant.
Well, although I can see your point, after playing the game for a few hours there is more that I want to say.
First off: I really like the game - as far as possible regarding the unfinished state.
Not knowing how much content (like plot, interactivity, etc.) still will find a way into the game, some thoughts that might be far off the mark:
- I do not think that reducing the game to a bare minimum is making it special in any regard. There had been games without automap, plot, etc. before, and: the absence of things like these does not make any game "special" automatically.
Taking away choices is not going to make the game "old school" but only boring in the long run.
I played "The Bard's Tale" (whole series) for months, drew my maps, spent days over puzzles, had my fun with dialogs (mostly delivered in a booklet that came with the game), and much more.
Exanima (in the current state of being unfinished) feels and looks like the work well done by technicians: the light is right, the physix are done well (even if I can not produce shards by dropping clay work) - but after some hours of running around, I can find no motivation to open another door, wondering why I am at this place at all.
So, let me stay with "The Bard's Tale" for this (could be "Dungeon Master", "Eye of the Beholder", any of the SSI titles instead):
- what I am missing the most is a plot that will stand on it's own. A story that - slowly - enfolds and will make me do things, make decisions that can change the way the game reacts to my doings. Again, there has to be a story that wants to be told!
- no automap? Quite allright with me - but instead of (just one example) dropping nondescriptive keys around the area, make them part of the plan/plot. Like * *key with a red stone embedded? Had there not been a door with a similar stone at the eastern end?**
Let the finding of a certain key trigger an event where floor tiles near "this" door teleport me some tiles away, spin me around until I disarm this trap by pressing that well hidden knob - anything like this will make me enjoy the game in a way that I will not want to put it aside!
- To this day I remember "Scrysite", a spell from BT that made a piece of the wall give me the coordinates of my actual point in any dungeon. The spell came with a relative high cost to your amount of mana, so you always had to think twice about scrysite-ing or not (to fill up your mana resources you had to rest - only possible in some rare spots).
There had been pressure plates that did horrible things, spinning tiles that confused the hell out of you (me), sticky tiles that made you a snail in movement - if I think of it: you could well take the manual of BTCS (Bard's Construction Set), and design some of Exanima from there (BTCS is still to be found today!) with much success!
- Dialog? Absolutely a must! There can be grunts from the majority of the inhabitants, but there
has to be a certain amount of NPC's that have something to say - either to help me, or to fool me in a believeable, logical way.
- Physix: well done - to a degree.
I mean: dropping an earthen pot on the head of a ??? is funny enough, but: how much more fun would it be, if this pot really shattered in the end?
Why can't I smash this barrel - just because there is nothing inside? Let me see it myself! Let me hack down this door, but let me break my weapon on the next, more sturdy door. Let me decide if I smash this trunk or open it by using a key or some thieving tools...
Well, there is a lot more that comes to mind - but as I mentioned before: with Exanima still under developement all of this might be for naught.
Anyway, I mean well, I like the game so far and really would like to see Exanima as something that can be discussed alongside the "old games".
Best ...