Hi all. I''m new to the site but I just read through the entire thread (only took a couple of hours
and thought I''d toss in my two bits.
First up, let me state my opinions on a few of the issues raised in this thread:
1. Quit and Save is essential. I haven''t seen any posts suggesting anything to the contrary, but it''s amazing how many games haven''t supported this. There is nothing more frustrating than being five minutes away from completing a level and having to quit due to real life...Anyway, ''nuff said.
2. If a game can get to the point where a player can''t win, the player should be able to return to a point where victory is still possible and that won''t frustrate the player by making them ''do over'' when it''s not fun to do so.
3. The actual implementation of the above two will be different across genres in particular, but probably also across games within a genre - depending on what it is about a game that makes it fun.
To illustrate different aspects of how savegames can be implemented, I''m going to give some brief rundowns on some games I''ve played in the past in a single genre (first person shooters) with pros and cons for each. I''ll try and be brief
1. Wolfenstein/Doom/Quake All three of these games use the same basic savegame policy: save whenever you like and do it often. But you have to do it yourself.
Pros:
- The player has complete freedom to save whenever they like
- The player can save when he/she knows they are about to enter a difficult area and can reload if unsuccessful when negotiating the area
Cons:
- There is less challenge incentive to get it right the first time, or to struggle on even if you survive with 5% health and a single pistol clip
- The game doesn''t save by itself, so if you forget and then die, you may have to replay a fair chunk of the game. Of course, you will probably only forget once
2. Dark Forces In this game, there were no save games at all. You created a profile, and as you progressed through the game, levels were unlocked in the main menu. It''s been a while, so I''m not sure if there were checkpoints or anything like that, but I don''t believe so.
Pros:
- The player was very keen to stay alive. This made for great tension and care taken when entering a new area.
Cons:
- If you died, you had to do large portions of the game over again.
- If real life interviened, there was no way to bail without losing all your progress on a level
3. Halo This game has a similar system to Dark Forces, with two additions: checkpoints and "Quit and Save". No quicksave or other saving mechanism is available. As you progress, levels are unlocked in the main menu.
Pros:
- Well placed checkpoints meant that I never had to worry about whether I needed to save before entering an area
- Spacing between checkpoints meant that there was increased challenge to get between ''safe'' areas but not too much of the game needed to be repeated if I failed.
- ''Quit & Save'' allowed me to return to real life.
- Not having to save games myself meant I was more immersed in the gameplay. This is especially so on a console, where you most likely would have to escape to a menu to do so (which is the case for Munch''s Oddysee - it''s quite derailing)
Cons:
- If you find yourself in a position with lots of bad guys and little ammo, it can be quite discouraging, if not bordering on impossible to proceed.
As you may have been able to guess, Halo''s system is the one I preferred, at least for the type of game it was. For me, it provided the right amount of challenge with the least frustration. Halo is also the only one of the three that I played to completion without cheating.
I would have finished Dark Forces except that I lost my savegames before completing the final level, but I also got quite frustrated because I often just didn''t have time to finish a level, or I would die and have to do the whole thing over again. I had a lot more spare time on my hands though, in those days - I''m not sure if I would be so forgiving now.
Wolfenstein, Doom and Quake I have never finished without cheating - not because I couldn''t beat it, but because I became bored with the game. I only cheated so that I could see all the levels.
I was going to also give a similar treatment to three adventure games that took different approaches, but the post is getting pretty long. I''ll just make a couple of quick suggestions that would have removed frustration from some adventures I have played:
1. If death is possible, allow an automatic reload to the point just before death is inevitable.
2. If the storyline does branch, automatically save it and flag the fact so that I don''t have to go back and play the whole game again just in case it was a branch.
The first point has largely been addressed in recent games. The second point has never been done anywhere in any game, so far as I''m aware. Of course, not that many games provide branching storylines, so it may be a moot point...
Anyway, in conclusion, I personally found Halo and Dark Forces to be much more challenging, and also much more satisfying experiences than Wolf/Doom/Quake. The latter did have their good points, but I have much fonder memories of DF than Quake, even though DF was quite frustrating at times. I know that not everyone''s experience will be the same, and that''s a good thing, but it makes our job a lot harder
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Never play leapfrog with unicorns.