By "people get interrupted" do you mean while playing games? Anyway, on-demand saving is a sort of double-edged sword. It can mean that 1) you don't have to constantly replay several scenes before a big battle (in which you keep dying), or 2) like with unlimited respawn, a player doesn't really have to think about HOW he gets to the big battle, he just needs to get there. Effect 2 is the dumbing-down effect.
who else would I mean? Of course players playing the game get interrupted. Try having kids or a short wife in the house. There's always something that needs your help.
What you call dumbing down, is a side effect of trying to solve the problem of players who need to stop NOW, and using the obvious technology of saving data. While it's obvious that the benefit is not having to replay stuff, that wasn't the original driving factor when it was invented.
An interesting application to TRPGs: I've never seen a "save game" mechanic in an RPG. It would be nice in the event of a TPK, especially if it were more interesting than "okay, you get all your hit points and potions back."
Replayability is an interesting feature. Skyrim is loaded with it, in the sense that you can miss 80% of the game and still finish it. Yet, if games are being dumbed down, the target audience isn't interested in replayability. They have short attention spans, and love DLCs with new maps.
Really, I don't think faction-exclusivity is a TRPG issue. Unless you apply it to classes and multiclassing.![]()
You got it backwards. Nobody plays Skyrim and skips 80% of the content. They load up a character and play EVERYTHING with that character. The game is designed so I don't need to repeat myself, I can get to all the meat with one PC. Proof of this is hours spent. I have 300+ hours on Oblivion. Almost the same on Skyrim, and I haven't even finished the main quest.
Dumbing down. Sure, the arrows were helpful. But what did you, as a player, not do? Take notes. Nor did your journal system allow you to record more useful info. Really, smart games would REQUIRE the player to take his own notes, and do his own thinking. Which might be less inconvenient now, with a player and game's ability to include PDAs in the game.
This problem carries over into TRPGs. Personal experience: lots of info thrown at the PCs in the Mines of Madness (specifically, mineshafts named after dwarven kings), and did a single player bother to write anything down? You guessed it.
In my example, I was literaly in mid-stride following an NPC inside a tower with live foes in it. I obviously got interrupted, a year ago when I last played Skyrim. Notes weren't going to happen.
What you call dumbing down, I call a handy reminder to bring my mind back into focus on what I was doing. In point of fact, as I had loaded the latest save file, I was surprised when I got my bearings, that I was in the middle of a quest I remembered already completing. So I didn't need notes. I just needed a cue as to what I was last at, without flailing around in the middle of a live encounter.
I used to take notes when I was a kid playing D&D. It was mostly stuff I remembered anyway as it turns out. Note taking is generally a waste of paper for me. And for most people, note taking is work. And work is something you get paid for. D&D is play time. So there's a movement to not do so much work, just to play a game. That's not everybody's preference, but it is a common one.
Yes, that really does stink. But this is where problem 1 comes in: players can't fail. A GM can present the too-clever puzzle, and let the players solve it - or let them fail. Now, it's up to the RPG to explain, "hey, genius, if your PCs can't solve your awesome puzzles, you can't let it derail your plot." CHANGE the plot? Yes, please. But don't derail the train. (EDIT: oops, bad metaphor!)
Generally, the DMG (or whatever) is trying to advise GMs to not invent puzzles that have no realistic bearing to the situation at hand (puzzles for the sake of puzzles with no context). You can interpret, as you have in this whole topic to be one meaning, but I see the other meaning, which is there are certain things to avoid in game design or RPG adventure design, because they cause more problems than they are worth.