quote: The fact of the matter is that the ability to quicksave / save provides a method of godmoding.
That''s absolutely right.
I was always proud not to use any cheats. But in fact, I''ve always used the worst cheat of all... and that cheat is legally provided by the game designers.
The ability to quick-save/quick-load really makes you invulnerable. Example: In Halflife and Jedi Knight II, I was sometimes so obsessed with the quick-save-feature that I managed entire levels without losing one single health point...
I had to fight most battles several times, but after two or three turns, I was usually able to preserve all my health. In Jedi Knight II, I additionally always had all weapons and maximum ammo because the only weapons I used were the lightsaber and the forces.
Anybody here who would not call that cheating? It''s godmode and all-ammo together, and I couldn''t even resist because the game designers actually wanted me to cheat. Did it make fun? Yeah, but I finished the game pretty fast.
Does anybody know Goldeneye (for N64) or Project IGI (PC)? These games consist of missions in which you can''t save at all. Complete the mission, or try again. That was fun, too. And it was thrill... immense thrill. I miss that in today''s shooters.
Final Fantasy is also a good example... The "savepoint" approach usually provides thrill, too. But even games like Diablo I/II have a certain kind of thrill because you don''t lose anything when saving but you have to start again at a specified point in the world. That''s the same which was already explained using the Zelda I example.
I think the whole issue heavily depends on what you want your games to be like. You have to decide about the save/load issue regarding the atmosphere you want to create and the target group you want to address with your game.
Do you want a fast/hack''n slay/fun/easy/time intensive/character building/etc. game? Something that the player will play in his 20 minute breaks? Then include a save/load (probably even quick-save/quick-load) feature.
Do you want an atmospheric thrill game? Something the player will start to play in the evening (when he has free time and no jobs left to do) and perhaps play throughout the night? Something that will touch the player''s emotion? Something like Resident Evil or Final Fantasy? Then think about the save issue and try out the savepoint methods and the Zelda/Diablo methods. Otherwise, you''ll probably destroy the atmosphere desired by your game.
PS: I haven''t read all posts, so I beg your pardon for anything I''ve said that''s been stated already.