Quote:Original post by Oluseyi
Quote:...(death, among other things, becomes meaningless then, because the player knows he can easily reload back to a point before his death). |
Which is, IMO, a Very Good Thing™. It's a video game, Mr. Designer, so there's no reason for you to "punish" me. I paid for it and I'm playing it in my spare time; spare me your ideologies as to how I must play it. |
Incentive and disincentive are basically the only tools we have to propel a player through the game; without them, the player has no reason to move through the game. (I'm not just talking about progression -
GTA has incentive/disincentive without necessarily making you get 'further' in the game). You can take one of those two tools away over my dead body. [razz]
The facts that "you paid for it and are playing it in your spare time" are irrelevant. I could pay for a TV and watch it in my spare time, but if I throw it out of the window it will do something that I do not want it to do; that's not so much ideology as much as it is the nature of the object, the
rules governing the system. The manufacturers could have made it titanium-plated with extensive padding such that it *wouldn't* break when I throw it out the window; that would be a different object, though, a different set of rules.
I guess what I'm trying to say is: You don't like it? Buy a different game. Death is how we do things around here. [grin]
Now, returning to the topic... I think we should consider the reasons for saved games once again. Primarily, we're trying to allow the player to stop playing the game (whether they're going to do something else, or whether they're forced to by a power cut) without losing their progress.
As such, I definitely agree that seamless autosaving should be present. Whenever I have progressed a significant distance beyond the last time the game was saved, it should save again. That would allow for situations like a system crash without making me re-play chunks of the game. (Of course, if those chunks are interesting then it may not be an issue anyway...)
I reckon it's important to allow us our disincentive tools, though. So, how about this.
The game is autosaved at very regular intervals, and autosaved whenever the player exits the game. When the player loads the game they can only start from the autosave. (Thus we establish 'seamless interruptions;' we also prevent the player from "reloading a room" if they fuck up, because the game autosaves inside the room before reloading (because that implies a game exit), so they don't get anywhere).
Then we establish 'spawn points' throughout the course of the game. This is much like
Prince of Persia's approach - implicit checkpoints from which the player starts upon death. When the player dies in our game they are sent back to the most recent spawn point - or maybe, even, given a choice of returning to any of the spawn points they have visited so far.
The result? The player can't 'room reload' because the autosave won't stay obediently outside the doorway. They have to take the hit, die, and return to the spawn point. However, if they have a system crash at any time, they can load up the game and continue playing from the most recent autosave (maybe one or two minutes behind where they were at the crash).