Quote:Original post by Spoonbender So you think you know better than the player, what he wants to do? |
Sometimes wanting is better than having (words of wisdom from Spock). At some level of thought with all games that I play, I want immortality, teleportation, flight, countless money, and my character stats at full capacity, but common sense tells me that such power will ruin the game. Unfortunately, these types of decisions are what seperate designers from players. Players only need to worry about what they want. Designers need to worry about what players want, and the implications of giving it to them.
As the designer, it's your responsibility to balance every rule and feature that goes into the game and it's interface. The player doesn't exist until the system as a whole is put into place. It's only at that time that a player can pass judgement on the lack of a quicksave feature.
Quote:You know what causes boredom? Having to play the same damn segment over and over 50 times because you *can't* save when you want to. |
Here's my golden rule: Absolutely no time travel. If there's no time travel, it is impossible for you to play the same (damn) segment in the same (damn) time frame more than once. Or rather, the second time will be different than the first, and so on. Randomized situations will change, your character will keep learning (if applicable), and enemies will get over-confident because they've beaten you up before.
Quote:Why do you think people save before hard moments when they have the option? It *could* be because that's the most satisfactory for the player. |
Are you basing this perspective off of games with quicksave features, or without? Because you obviously can't simply remove it from a game that has it and expect everything to work out. Once it is gone, everything must be balanced for its removal.
Quote:There is a small number of games where you can pull this trick off without ruining the game. |
I guess that answers my previous question.