Advertisement

Saving Mechanic in RPGs

Started by March 30, 2014 06:55 PM
18 comments, last by Norman Barrows 10 years, 9 months ago

The feature feels abusive since you can save constantly making some of the game design feel weak. I want the game to be challenging but not impossible.

this is indicative of a more fundamental gameplay design flaw. if the ability to save has any impact whatsoever on gameplay, there's something wrong with your gameplay.

making it to the savepoint is not a challenge, its punishment - as mentioned above.

You want the player to WANT to be able to save at any time, "cause this is so cool! and i might die! or miss something! , and i have to go to the bathroom!" . <g>

add the ability to save at any time, then get your gameplay to that level of engrossment. it can be done, be creative - but not hokey. this assumes of course that you've made a game type that can generate that level of engrossment in the first place. not all gametypes do. but you'e doing an RPG, so no worries there. sounds like a "level" is too easy if you can save all the time. is that what it boils down to?

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

This topic is closed to new replies.

Advertisement