Quote:Original post by Wavinator
I don't understand the basis for breaking players into the serious and the merely amused. If anything it would be the familiar and the unfamiliar. Familiar players won't need to avail themselves of restoring, likely because they'll be so busy playing the game they won't even think of it. It is the person who makes a mistake, walks headfirst into a bullet, or fails to devote every ounce of their attention to the game because its not real life who will need to restore.
I'm not sure what world you're from, but in this one, everyone makes mistakes. With a good game design, those mistakes will stem from a lack of concentration, awareness, and planning. Save and restore diminishes the need for any of them. Why be careful all of the time when you'll only need to reload once in a while because of carelessness?
Quote:Quote:Quote:Quote:I wouldn't bother trying to stop players from cheating to win. If they want to cheat, that's fine with me. But I want to make sure they realize that reloading in my game is cheating.
No, actually, being dumped into a game designer's ego driven, artificially constructed pet conflict, with little or no knowledge of upcoming challenges, no way to bypass them, no way of trading one consequence for another and rarely any way of drawing on one's own years of real-world problem solving experience is cheating (the player).
It sounds like you've been seriously mistreated and abused in your gaming sessions. All I can say is that you've probably been unlucky.
That's too facile and doesn't answer my point. Granted, maybe I'm guilty of a bit of hyperbole, but only a bit-- and it's an attempt to capture the experience of frustration at being thrown into situations with limited resources that are completely unrealistic.
I'm not disagreeing with the point. Although personally, I'm not nearly as bothered by those problems. Much more important, there are better ways to fix these problems than with save and restore. In the meantime, I would rather face unfair gameplay hardships than be given the capacity to exert an unfair advantage over the game when I see fit. How am I supposed to know the difference between the game being unfair and the game being challenging because I'm neglecting to notice something important?
Quote:There are people who restore just to get a perfect score or make the whole game easier. But labeling them all as puerile young boys is short sighted and completely ignores the whole host of legitimate reasons players have for trying to bring some fairness to often irrational and arbitrary challenges.
You're twisting around my words. The label I attached was to those who would choose an option titled "god mode" in order to use reload. Since power-hungry teenage boys are the type most likely to download cheats before they even install a game, they wouldn't mind the title of that option. Anyone who minds choosing that option is the type to benefit from a lack of save and restore.
I've made it extremely clear that I myself am very susceptible to abusing the save and restore ability when it hangs over my console through every grief stricken moment in the game. That's my entire issue with the feature. When I want something bad enough, I find it hard not to use every power in my ability to make it happen. Going by the recent confession posts, it looks like a lot of people might have trouble keeping themselves from abusing this power.
Quote:Personally, I tend toward sandbox syle games because they let me customize the threat to my level. Most of the time, if I bring a knife to a gunfight, I can back out and level up to get the gun. If I choose to stay in the gunfight with only a knife, then any failure is completely mine. That level of responsibility isn't present in most games.
The game shouldn't be punishing you for failure. Or at least no where near the severity of punishment that most games employ.
What exactly are you losing when you reload? If you're as careful as I am about using save to ensure safety, then the answer is nothing. With save and restore, there are no absolute consequences for anything. So why even bother dishing out punishments? Just apply a mild negative effect to failure and let the player keep trying.
Quote:I guess my message as a player to designers is, "Don't tell me how to play."
I would have never expected those words to come from you. Like it or not, every rule and feature put into a game is telling players how to play. It's our job. Unlimited save and restore isn't available in every game on the market. It's not a required feature, or something that should just always be there. It's part of the game's design, like every other aspect of it.
Quote:After all, every act of creativity involves some ego.
I don't agree. Enjoying the appreciation of those who take pleasure with your creation is not a sense of superiority. There's a sense of pride and accomplishment, but not a rise in stature above anyone else.
Quote:When Repeat and die gameplay is the order of the day, I end up with a lot of unfinished games.
Then isn't the solution as simple as not forcing players to repeat gameplay?
Quote:Combat itself is extraordinarily binary. You're alive or dead. Sure, you can build in resurrection, transferrence to another avatar, skill / valuables loss or some other scheme, but that fundamentally weakens the visceral appeal of combat-- namely that fight or flight instinct that demands that you keep alive.
Again, I totally disagree. I think the ability to save right before a fight weakens the visceral appeal of combat just as much as a mild punishment that the player has no way of escaping. When the punishment is absolute, it doesn't need to be very severe to motivate them. Losing a few seconds of time because of a reload has to be one of the least intimidating forms of punishment for death that's possible.