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Worlds of Design: Doing it All Over Again
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<blockquote data-quote="Hussar" data-source="post: 8538108" data-attributes="member: 22779"><p>There is another primary difference to keep in mind. “Do-over” save points typically only exist in single player games. So only that player’s actions and story is being affected.</p><p></p><p>As soon as you get into multiplayer play, there typically isn’t save states. Although some do allow respawns that’s true.</p><p></p><p>But the use of save games is very different in video games where, without a save point, the player is forced to replay the same scenario over and over and it’s zero fun.</p><p></p><p>Games without save states tend to be either very short or have a need for a winner to move to an end state.</p><p></p><p>Since rpgs are none of those, the idea of a save state typically doesn’t really apply.</p><p></p><p>----</p><p></p><p>Seriously autocorrect? You changed rpgs to dogs?</p></blockquote><p></p>
[QUOTE="Hussar, post: 8538108, member: 22779"] There is another primary difference to keep in mind. “Do-over” save points typically only exist in single player games. So only that player’s actions and story is being affected. As soon as you get into multiplayer play, there typically isn’t save states. Although some do allow respawns that’s true. But the use of save games is very different in video games where, without a save point, the player is forced to replay the same scenario over and over and it’s zero fun. Games without save states tend to be either very short or have a need for a winner to move to an end state. Since rpgs are none of those, the idea of a save state typically doesn’t really apply. ---- Seriously autocorrect? You changed rpgs to dogs? [/QUOTE]
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