Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Geek Talk & Media
Computer games and the save checkpoint system
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ruin Explorer" data-source="post: 9644533" data-attributes="member: 18"><p>Two key problems:</p><p></p><p>1) Allowing players to save/reload at literally any second isn't trivial in all kinds of game. There are plenty of games that do it, but they tend to share certain features and approaches, and you may have to make compromises to make it possible.</p><p></p><p>2) It destroys appreciation of actual good game design and difficulty, and people tend to just blast through games where they can savescum, often without actually enjoying them or engaging with them in the same way they would have if you say, couldn't save in combat. Honestly the demand that savescumming be possible is part of why Immersive Sims have fallen out of favour.</p><p></p><p>It's notable, too, that if anything, the market seems to be moving away from the save/reload at any second concept - games which use different systems are increasingly popular, because, I would suggest the gameplay feels a lot better in most games where you can't do that. Hell, I'd go as far as to say the gameplay tends to be better designed in games where you can't do that.</p><p></p><p></p><p>No. Flatly no.</p><p></p><p>That's absolutely for the game designer to decide. That's literally their job! They need to exercise good judgement about it, sure, but it is their job.</p><p></p><p></p><p>No.</p><p></p><p>Games are art. The designers absolutely get to design them how they like. If they want the player to engage with the gameplay, rather savescumming through it, that's a completely legitimate design choice.</p><p></p><p>You say "unnecessary annoyance", but in what possible way? In that it prevents from cheesing the game and forces you to actually play it? Most checkpoint-based games either let you you save and quit anywhere, or only have checkpoints which are less than 3 minutes apart, so you can't lose much time.</p><p></p><p>(The GTA/RDR games a bit worse for this for sure, but they're the exception, not the rule.)</p><p></p><p>Also you seem to think every game can easily do save/reload, but that's not the case. You have to design a game in a specific way to allow for that.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9644533, member: 18"] Two key problems: 1) Allowing players to save/reload at literally any second isn't trivial in all kinds of game. There are plenty of games that do it, but they tend to share certain features and approaches, and you may have to make compromises to make it possible. 2) It destroys appreciation of actual good game design and difficulty, and people tend to just blast through games where they can savescum, often without actually enjoying them or engaging with them in the same way they would have if you say, couldn't save in combat. Honestly the demand that savescumming be possible is part of why Immersive Sims have fallen out of favour. It's notable, too, that if anything, the market seems to be moving away from the save/reload at any second concept - games which use different systems are increasingly popular, because, I would suggest the gameplay feels a lot better in most games where you can't do that. Hell, I'd go as far as to say the gameplay tends to be better designed in games where you can't do that. No. Flatly no. That's absolutely for the game designer to decide. That's literally their job! They need to exercise good judgement about it, sure, but it is their job. No. Games are art. The designers absolutely get to design them how they like. If they want the player to engage with the gameplay, rather savescumming through it, that's a completely legitimate design choice. You say "unnecessary annoyance", but in what possible way? In that it prevents from cheesing the game and forces you to actually play it? Most checkpoint-based games either let you you save and quit anywhere, or only have checkpoints which are less than 3 minutes apart, so you can't lose much time. (The GTA/RDR games a bit worse for this for sure, but they're the exception, not the rule.) Also you seem to think every game can easily do save/reload, but that's not the case. You have to design a game in a specific way to allow for that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Geek Talk & Media
Computer games and the save checkpoint system
Top