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Original post by declspec
i submit a perfect game would have no save/load feature. it would be designed such that somehow the player sucked up loss as part of the game thought of it as actually fun. a toy.
But the perfect game has yet to be found and i also submit _isnt_ possible. but based on the above i invoke that a games design can be measured by how little you have to save/load.
I think this is a great point. In fact, I''m allready tuning several of my designs with this in mind. A whole host of things I dislike about many games becomes evident when I look at it in this light. However, the rest of your presentation not only takes away from the real focus of what you''re trying to say, it also ceases to use this idea as a design tool.
Now, correct me if I''m wrong, but I believe your statement would be "Looking at where, when and why a game would be frusterating if the player couldn''t save at any point is a good tool for finding flaws in a design."
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less theoretical and more practically speaking.
Baldurs gate is ruined by the save anywhere feature.
In my opinion Baldur''s Gate was saved from the brink of disaster by the save anywhere feature.
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Contrast BG with FF1. In ff1 you had long walks from saves to key battles and the entire _fun_ after wards was not the battle but getting back to where you could save. the drama was intense. every step was carefully considered after doing something good.
Baldurs gate however was save fight save fight save fight load fight save. Somepeople say well you didnt have to do that. but fighting to death without save forces you to do that. also the game designers job is to hand a consistant experience to the players imo.
I don''t really agree with walking back to town in FF1 being much fun.
And you''re very right about Baldur''s Gate. But I still think that wasn''t so much a flaw with the save anywhere system, as it was a flaw in the rest of the game.
Let''s grab that design statement again, and try to see a little of it.
One situation that would be frusterating to no end without the capability to save anywhere would be those when the player is caught unprepared for the threats ahead. Baldur''s Gate always liked to drop in a few groups of very hard monsters in places for no real reason other than to have them around. An example of this is the group of Thay Wizards in the forest, or, 15 feet away from them, the very dangerous group of spiders, who, incedentally, also had a web trap set for unsuspecting players. Or even the first set of traps the player runs into.
Another set of situations would be any of those where the player might think "oh man! That fight would have been so much easier if I''d have had spell X instead of Y."
Another set of situations are the plain unbalanced ones. Like fighting a group of enemies, equal in number, higher in level, and one of whom is an archer who can shoot three highly damaging explosive arrows in the time of a single sword swing. These are much worse when they appear suddenly amidst a set of ridiculously easy encounters.
And of course we can''t forget those cruel moments when, after dragging himself through a large dungeon, barely defeating the leader of the dungeon, and finally getting out, the game decides to spring a surprize encounter with a difficult group right outside the entrance of the dungeon, or while the player''s resting, or back inside of the inn.
And, of course, a common occurance is just anytime the main character dies. This is extra painful if the main character is a up close fighter type.
To say it simply, the game had poor pacing, random spikes in the difficulty of monsters, loss conditions that happened very easily, and often required advance knowledge of many of the dangers to survive. None of these I consider problems with the save system.
So, again, you''re right, the constant load-fight-save chain was annoying. But it is a product of some rough balance issues. I wish the initial point had been a little more clear.
On a completely un-related offshoot, in their defense, I would like to point out that there was the handy little difficulty button. Too bad that was marred not only by the stigma of having to play on "easy" (what am I? A wimp?) and also the penalty they exacted on the player, making it seem wrong to decrease the difficulty.
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Consider the early nintendo wizardry. this is nintendo 1. AUTO SAVE. i now submit there is a certain element of _balls_ in early game design. In that first wizardry death was death. a party that was wiped was lost unless you formed some back up to go get them.
I havn''t played it, so I can''t comment from expierence. However, let me say that, if there were any of those random incidents that I didn''t feel at least partially responsable for, and that I would have great difficulty recovering from, I''d be just as likely to cheat, start over, or use a guide.
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"ya but i didnt like that" I now finally submit that some of the popularity of online games comes from the sense of consequence. the sense that you dont get another shot adds drama to the experience.
I have to disagree with this. The times I felt that I wouldn''t get another shot, or was losing too much from the consiquences is why I, and several of my friends quit. Most of the people I know, who play seem to enjoy the social interaction more than anything else.
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And lastly i would like to point out there is truth to what im saying. That its sort of a design cop-out to make your work into save load save load. there is no faith in the entire game experience. the challenge and the fun. BG is the finest example its so strong in my mind. there is no doubt in my mind that BG would have benefited from a "save only in town" rule that was prevalent in early gaming.
Yeah, I see what you''re saying. But again, It''s not the save feature, it''s the design. If the game was only altered so that a save in town feature was added, I think it''d be frusterating.
I''m just sad that a thread that could have been an interesting discussion on how to make better games turned into a little argument of "save anywhere''s good!" vs "save anywhere''s bad!".
In the end, it''s another design element, and it''s one that, depending on the goals, style, difficulty, and pacing of the game can be a good or a bad decision.
So, is anyone else interested in discussing what elements would need to be altered in games to make them more save resistant?