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20 years of hardcore gaming and I skip almost everything now SIMPLE REASON:

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  • Level 11
    Atomic Punk
    Posts: 69
    User is Online
    Jul 7, 2012 10:43 am GMT
    Instant save/load ruins gameplay
    Playing delta/insanity/hardest difficulty modes is just extra wasted time. They are doable, but no point doing em when I can just see the entire game so much quicker on easiest mode. Back in the days classic games had one difficulty for everyone out there. These days it seems like developers are scared if they do not release a game that 98%+ of its customers cannot complete it.

    I always enjoyed games cuz they required me using my brain in them. These days games are like a mini version of a movie where I play them just so I can see the story and nothing else. LOL Skyrim....dunno how so many kiddies out there enjoying it. One/two shotting everything after few hours of gameplay is not enjoyable at all. Skyrim is best example of your typical modern single player game that can be either exploited or cheated my way through.

    I can't wait to see one publisher out there to grow some balls and release a quality game and purposely make it so one third can experience half of it and one 10th can actually complete it. That would be such awesome experience, knowing that playing this game truly requires ability to think without any easy way out and the pleasure of finishing it at the end knowing only one in ten did it as well would be PRICELESS.
    Instant save/load ruins gameplay Playing delta/insanity/hardest difficulty modes is just extra wasted time. They are doable, but no point doing em when I can just see the entire game so much quicker on easiest mode. Back in the days classic games had one difficulty for everyone out there. These days it seems like developers are scared if they do not release a game that 98%+ of its customers cannot complete it. I always enjoyed games cuz they required me using my brain in them. These days games are like a mini version of a movie where I play them just so I can see the story and nothing else. LOL Skyrim....dunno how so many kiddies out there enjoying it. One/two shotting everything after few hours of gameplay is not enjoyable at all. Skyrim is best example of your typical modern single player game that can be either exploited or cheated my way through. I can't wait to see one publisher out there to grow some balls and release a quality game and purposely make it so one third can experience half of it and one 10th can actually complete it. That would be such awesome experience, knowing that playing this game truly requires ability to think without any easy way out and the pleasure of finishing it at the end knowing only one in ten did it as well would be PRICELESS.
  • Level 32
    Snake Eater
    Posts: 2815
    User is Online
    Jul 7, 2012 10:45 am GMT

    Try completing Super Meat Boy.

    i5-2500K Sandy Bridge 3.3GHz | Gigabyte Radeon HD 6870 1GB | Patriot Viper Xtreme 2X4GB DDR3 1866MHZ | ASUS P8Z68-V Pro GEN3 | Corsair Professional HX750W Fully Modular

    Try completing Super Meat Boy.

  • Level 24
    I Feel Asleep!!
    Posts: 2856
    Jul 7, 2012 10:47 am GMT
    True_Sounds wrote:

    Try completing Super Meat Boy.

    Trivial compared to beating I Wanna Be The Guy: http://kayin.pyoko.org/iwbtg/
    Communication using human language has the sole purpose of finding ways to program into the subroutines of people's minds the subliminal message of "How can I help you, help me?".

    Zubin ✈====❇✈ Dead_Pilot

    [QUOTE="True_Sounds"]

    Try completing Super Meat Boy.

    [/QUOTE] Trivial compared to beating I Wanna Be The Guy: [url]http://kayin.pyoko.org/iwbtg/[/url]
  • Level 45
    Mishima Zaibatsu
    Posts: 17304
    User is Online
    Jul 7, 2012 11:07 am GMT

    Cool opinion bro.

    Seems like you've never heard of Dark Souls, or have never considered just NOT quick saving.

    Cool opinion bro.

    Seems like you've never heard of Dark Souls, or have never considered just NOT quick saving.

  • Level 44
    Violence Fight
    Posts: 22288
    User is Online
    Jul 7, 2012 11:09 am GMT

    play quake live
    ur mind will be fried


    or play that crap game zubin linked too

    it cheats

    Edited on Jul 7, 2012 11:09 am GMT

    3dslice.netis my home.Check mySHAFTout.

    play quake live
    ur mind will be fried


    or play that crap game zubin linked too

    it cheats

  • Level 42
    Karnov
    Posts: 11014
    User is Online
    Jul 7, 2012 11:09 am GMT
    I have a huge issue with game difficulty today. One thing I really appreciated about Max Payne 3 is that Rockstar remembered that difficult situations make for fun gameplay. Most games on hard these days are too easy, and I refuse to play easy games.

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    I have a huge issue with game difficulty today. One thing I really appreciated about Max Payne 3 is that Rockstar remembered that difficult situations make for fun gameplay. Most games on hard these days are too easy, and I refuse to play easy games.
  • Level 42
    Karnov
    Posts: 11014
    User is Online
    Jul 7, 2012 11:10 am GMT

    SPYDER0416 wrote:

    Cool opinion bro.

    Seems like you've never heard of Dark Souls, or have never considered just NOT quick saving.

    You forgot that most games that use quick save systems forget to implement other save options. Quicksave / quickload = crap. Laziness on the developer's part.

    Edited on Jul 7, 2012 11:10 am GMT

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    [QUOTE="SPYDER0416"]

    Cool opinion bro.

    Seems like you've never heard of Dark Souls, or have never considered just NOT quick saving.

    [/QUOTE] You forgot that most games that use quick save systems forget to implement other save options. Quicksave / quickload = crap. Laziness on the developer's part.

  • Level 58
    Death=Adder
    Posts: 34328
    User is Online
    Jul 7, 2012 11:16 am GMT

    Try Dayz, Anno2070, Total War series, SIns Of A Solar Empire series, Galactic Civilization series.

    Try Dayz, Anno2070, Total War series, SIns Of A Solar Empire series, Galactic Civilization series.

  • Level 24
    I Feel Asleep!!
    Posts: 2856
    Jul 7, 2012 11:35 am GMT
    Oh and how could I forget Dwarf Fortress, the champion of video games: http://www.bay12games.com/dwarves/
    This sums it up: http://a.imageshack.us/img251/6664/dflearning.jpg
    http://i.imgur.com/m7VyR.png
    Communication using human language has the sole purpose of finding ways to program into the subroutines of people's minds the subliminal message of "How can I help you, help me?".

    Zubin ✈====❇✈ Dead_Pilot

    Oh and how could I forget Dwarf Fortress, the champion of video games: [url]http://www.bay12games.com/dwarves/[/url] This sums it up: [url]http://a.imageshack.us/img251/6664/dflearning.jpg[/url] [url]http://i.imgur.com/m7VyR.png[/url]
  • Level 25
    Defias Brotherhood
    Posts: 753
    User is Online
    Jul 7, 2012 11:35 am GMT

    I don't have the time nor interest to play the same segment of a game over and over again.

    ---------

    When in deadly danger,

    When beset by doubt,

    Run in little circles

    And wave your hands and shout.

    edinsftw wrote:

    lol post this in system wars, the console people would rageeeeeeeeee, but then again thats all they ever do in xbl and psn.

    I don't have the time nor interest to play the same segment of a game over and over again.

  • Level 44
    Violence Fight
    Posts: 22288
    User is Online
    Jul 7, 2012 11:35 am GMT

    Am I the only one who doesn't want my SP games that hard? I rather show off my skillaz in mp.

    I want my SP gaimz to take me on an adventure.

    Edited on Jul 7, 2012 11:59 am GMT Edited 2 total times.

    3dslice.netis my home.Check mySHAFTout.

    Am I the only one who doesn't want my SP games that hard? I rather show off my skillaz in mp.

    I want my SP gaimz to take me on an adventure.

  • Level 45
    Mishima Zaibatsu
    Posts: 17304
    User is Online
    Jul 7, 2012 11:44 am GMT

    KHAndAnime wrote:

    SPYDER0416 wrote:

    Cool opinion bro.

    Seems like you've never heard of Dark Souls, or have never considered just NOT quick saving.

    You forgot that most games that use quick save systems forget to implement other save options. Quicksave / quickload = crap. Laziness on the developer's part.

    I don't think there's anything wrong with quick saves, they let players save when they want, and why not? They work well with some games, though I do see your point in that they have players do the developer's job of pacing difficulty.

    Of course I do prefer developers implement a good checkpoint system for the difficulty with a mix of saving. After playing so many games where I can sort of spam saves to not ever lose or make a wrong choice, it seems like the best option would be to implement a checkpoint system in combat. Mass Effect 3 does a really great job, if you die you are punished and have to go back to the beginning of the battle, but you can save anytime you want outside of combat.

    I also think limiting saves is an ok option, but it can be frustrating if we don't know when's the best time to use them up.

    [QUOTE="KHAndAnime"]

    [QUOTE="SPYDER0416"]

    Cool opinion bro.

    Seems like you've never heard of Dark Souls, or have never considered just NOT quick saving.

    [/QUOTE] You forgot that most games that use quick save systems forget to implement other save options. Quicksave / quickload = crap. Laziness on the developer's part.

    [/QUOTE]

    I don't think there's anything wrong with quick saves, they let players save when they want, and why not? They work well with some games, though I do see your point in that they have players do the developer's job of pacing difficulty.

    Of course I do prefer developers implement a good checkpoint system for the difficulty with a mix of saving. After playing so many games where I can sort of spam saves to not ever lose or make a wrong choice, it seems like the best option would be to implement a checkpoint system in combat. Mass Effect 3 does a really great job, if you die you are punished and have to go back to the beginning of the battle, but you can save anytime you want outside of combat.

    I also think limiting saves is an ok option, but it can be frustrating if we don't know when's the best time to use them up.

  • Level 42
    Karnov
    Posts: 11014
    User is Online
    Jul 7, 2012 11:45 am GMT
    Sheppard212 wrote:

    I don't have the time nor interest to play the same segment of a game over and over again.


    Then why play videogames? Why not just watch a movie? Or read a book? What's the point of interacting with the game if there's nothing preventing you from getting from the start to the finish?

    HAVE AN IMMORTAL CHRISTMAS!

    JOIN SYSTEMWARS 2 NAMALSK DAYZ SERVER (Whitelist - Apply at Link)

    [QUOTE="Sheppard212"]

    I don't have the time nor interest to play the same segment of a game over and over again.

    [/QUOTE] Then why play videogames? Why not just watch a movie? Or read a book? What's the point of interacting with the game if there's nothing preventing you from getting from the start to the finish?
  • Level 42
    Karnov
    Posts: 11014
    User is Online
    Jul 7, 2012 11:46 am GMT

    SPYDER0416 wrote:

    KHAndAnime wrote:

    SPYDER0416 wrote:

    Cool opinion bro.

    Seems like you've never heard of Dark Souls, or have never considered just NOT quick saving.

    You forgot that most games that use quick save systems forget to implement other save options. Quicksave / quickload = crap. Laziness on the developer's part.

    I don't think there's anything wrong with quick saves, they let players save when they want, and why not? They work well with some games, though I do see your point in that they have players do the developer's job of pacing difficulty.

    Of course I do prefer developers implement a good checkpoint system for the difficulty with a mix of saving. After playing so many games where I can sort of spam saves to not ever lose or make a wrong choice, it seems like the best option would be to implement a checkpoint system in combat. Mass Effect 3 does a really great job, if you die you are punished and have to go back to the beginning of the battle, but you can save anytime you want outside of combat.

    I also think limiting saves is an ok option, but it can be frustrating if we don't know when's the best time to use them up.

    Because it encourages players to abuse the save system to beat the game obviously. They might as well give the player infinite life/health/ammo/etc. because it's virtually the exact same thing as having a quick-save system.

    Edited on Jul 7, 2012 11:47 am GMT

    HAVE AN IMMORTAL CHRISTMAS!

    JOIN SYSTEMWARS 2 NAMALSK DAYZ SERVER (Whitelist - Apply at Link)

    [QUOTE="SPYDER0416"]

    [QUOTE="KHAndAnime"]

    [QUOTE="SPYDER0416"]

    Cool opinion bro.

    Seems like you've never heard of Dark Souls, or have never considered just NOT quick saving.

    [/QUOTE] You forgot that most games that use quick save systems forget to implement other save options. Quicksave / quickload = crap. Laziness on the developer's part.

    [/QUOTE]

    I don't think there's anything wrong with quick saves, they let players save when they want, and why not? They work well with some games, though I do see your point in that they have players do the developer's job of pacing difficulty.

    Of course I do prefer developers implement a good checkpoint system for the difficulty with a mix of saving. After playing so many games where I can sort of spam saves to not ever lose or make a wrong choice, it seems like the best option would be to implement a checkpoint system in combat. Mass Effect 3 does a really great job, if you die you are punished and have to go back to the beginning of the battle, but you can save anytime you want outside of combat.

    I also think limiting saves is an ok option, but it can be frustrating if we don't know when's the best time to use them up.

    [/QUOTE]

    Because it encourages players to abuse the save system to beat the game obviously. They might as well give the player infinite life/health/ammo/etc. because it's virtually the exact same thing as having a quick-save system.

  • Level 53
    Zenny
    Posts: 15404
    Jul 7, 2012 11:50 am GMT
    KHAndAnime wrote:
    Sheppard212 wrote:

    I don't have the time nor interest to play the same segment of a game over and over again.


    Then why play videogames? Why not just watch a movie? Or read a book? What's the point of interacting with the game if there's nothing preventing you from getting from the start to the finish?

    Fun, entertainment, something that completely goes over your head it seems.

    You're not cool if you manage to beat games, nobody cares a single bit, the games are however bad if they become frustrating, because of bad checkpoints and such.

    [QUOTE="KHAndAnime"][QUOTE="Sheppard212"]

    I don't have the time nor interest to play the same segment of a game over and over again.

    [/QUOTE] Then why play videogames? Why not just watch a movie? Or read a book? What's the point of interacting with the game if there's nothing preventing you from getting from the start to the finish? [/QUOTE] Fun, entertainment, something that completely goes over your head it seems. You're not cool if you manage to beat games, nobody cares a single bit, the games are however bad if they become frustrating, because of bad checkpoints and such.
  • Level 42
    Karnov
    Posts: 11014
    User is Online
    Jul 7, 2012 12:08 pm GMT

    DanielDust wrote:
    KHAndAnime wrote:
    Sheppard212 wrote:

    I don't have the time nor interest to play the same segment of a game over and over again.

    Then why play videogames? Why not just watch a movie? Or read a book? What's the point of interacting with the game if there's nothing preventing you from getting from the start to the finish?
    Fun, entertainment, something that completely goes over your head it seems. You're not cool if you manage to beat games, nobody cares a single bit, the games are however bad if they become frustrating, because of bad checkpoints and such.
    We will never agree on this subject because we have diverging opinions. What's so fun about blowing through a game without dying or difficulty? I mean, do you have fun solving little kids puzzles? Why not just turn on God-mode and play through all your games? Why ruin it for the people who enjoy the original concept of what a videogame is? You don't like games to have replayability? So many questions...

    Your idea of fun is the complete opposite of mine (and most people who play videogames). A typical videogame, to me, have always been based around the idea of an incrementing challenge, and any game that can't at least provide a challenge has failed in my eyes. A better way of going about it is making a game that's challenging, and then give all the gamers who don't like a challenge an easier mode.

    For people who can't comprehend what I'm talking about, wrap your mind around this: If Dark Souls or Demons Souls was based around the quicksave/quickload dynamic, they wouldn't be nearly as recognized or acclaimed as they are today.


    Once you realize the truth behind the bolded statement, then you'll see the truth behind my argument. Games that are too easy are simply not as fun as they could be. The real tragedy behind it is that difficulty is only a small aspect of the game's development, so to see games ruined by poor difficulty balancing is really sad. The keyword is balance. A game's difficulty should try to appeal to everyone, not just their target audience (little kids).

    Edited on Jul 7, 2012 12:49 pm GMT Edited 3 total times.

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    JOIN SYSTEMWARS 2 NAMALSK DAYZ SERVER (Whitelist - Apply at Link)

    [QUOTE="DanielDust"][QUOTE="KHAndAnime"][QUOTE="Sheppard212"]

    I don't have the time nor interest to play the same segment of a game over and over again.

    [/QUOTE] Then why play videogames? Why not just watch a movie? Or read a book? What's the point of interacting with the game if there's nothing preventing you from getting from the start to the finish? [/QUOTE] Fun, entertainment, something that completely goes over your head it seems. You're not cool if you manage to beat games, nobody cares a single bit, the games are however bad if they become frustrating, because of bad checkpoints and such.[/QUOTE] We will never agree on this subject because we have diverging opinions. What's so fun about blowing through a game without dying or difficulty? I mean, do you have fun solving little kids puzzles? Why not just turn on God-mode and play through all your games? Why ruin it for the people who enjoy the original concept of what a videogame is? You don't like games to have replayability? So many questions...

    Your idea of fun is the complete opposite of mine (and most people who play videogames). A typical videogame, to me, have always been based around the idea of an incrementing challenge, and any game that can't at least provide a challenge has failed in my eyes. A better way of going about it is making a game that's challenging, and then give all the gamers who don't like a challenge an easier mode.

    For people who can't comprehend what I'm talking about, wrap your mind around this: If Dark Souls or Demons Souls was based around the quicksave/quickload dynamic, they wouldn't be nearly as recognized or acclaimed as they are today.


    Once you realize the truth behind the bolded statement, then you'll see the truth behind my argument. Games that are too easy are simply not as fun as they could be. The real tragedy behind it is that difficulty is only a small aspect of the game's development, so to see games ruined by poor difficulty balancing is really sad. The keyword is balance. A game's difficulty should try to appeal to everyone, not just their target audience (little kids).

  • Level 45
    Mishima Zaibatsu
    Posts: 17304
    User is Online
    Jul 7, 2012 12:18 pm GMT

    KHAndAnime wrote:

    SPYDER0416 wrote:

    KHAndAnime wrote:
    You forgot that most games that use quick save systems forget to implement other save options. Quicksave / quickload = crap. Laziness on the developer's part.

    I don't think there's anything wrong with quick saves, they let players save when they want, and why not? They work well with some games, though I do see your point in that they have players do the developer's job of pacing difficulty.

    Of course I do prefer developers implement a good checkpoint system for the difficulty with a mix of saving. After playing so many games where I can sort of spam saves to not ever lose or make a wrong choice, it seems like the best option would be to implement a checkpoint system in combat. Mass Effect 3 does a really great job, if you die you are punished and have to go back to the beginning of the battle, but you can save anytime you want outside of combat.

    I also think limiting saves is an ok option, but it can be frustrating if we don't know when's the best time to use them up.

    Because it encourages players to abuse the save system to beat the game obviously. They might as well give the player infinite life/health/ammo/etc. because it's virtually the exact same thing as having a quick-save system.

    Not really, quick save systems have existed for years and generally work well with the game they are in. If someone dies and didn't save in a while they have to go back to that point, but if they saved in a bad spot then they have to fight their way through or revert to an earlier save.

    Quick saves might make things easier, but they are nowhere on the level of giving a player infinite ammo or health. If it bothers you so much you can just rely on the auto save and never save yourself, but games can still be challenging with quick saves and it doesn't impact my entertainment of Max Payne whether it uses quick save or a checkpoint system, since either way I still have to avoid dying and still have a drawback to death.

    And for the record, Dark Souls and Demon's Souls do have a sort of quick save option. If you quit anywhere in the game, it saves you at that exact point you will spawn, with enemies you've killed remaining dead until you yourself die and spawn back at the start, Amnesia also has a sort of quick save in allowing you to save and exit but it doesn't impact the way death works and its still an incredibly challenging game because of the puzzles (that can't really be affected by how you save) and death taking you back to a checkpoint anyways.

    Edited on Jul 7, 2012 12:20 pm GMT

    [QUOTE="KHAndAnime"]

    [QUOTE="SPYDER0416"]

    [QUOTE="KHAndAnime"] You forgot that most games that use quick save systems forget to implement other save options. Quicksave / quickload = crap. Laziness on the developer's part.

    [/QUOTE]

    I don't think there's anything wrong with quick saves, they let players save when they want, and why not? They work well with some games, though I do see your point in that they have players do the developer's job of pacing difficulty.

    Of course I do prefer developers implement a good checkpoint system for the difficulty with a mix of saving. After playing so many games where I can sort of spam saves to not ever lose or make a wrong choice, it seems like the best option would be to implement a checkpoint system in combat. Mass Effect 3 does a really great job, if you die you are punished and have to go back to the beginning of the battle, but you can save anytime you want outside of combat.

    I also think limiting saves is an ok option, but it can be frustrating if we don't know when's the best time to use them up.

    [/QUOTE]

    Because it encourages players to abuse the save system to beat the game obviously. They might as well give the player infinite life/health/ammo/etc. because it's virtually the exact same thing as having a quick-save system.

    [/QUOTE]

    Not really, quick save systems have existed for years and generally work well with the game they are in. If someone dies and didn't save in a while they have to go back to that point, but if they saved in a bad spot then they have to fight their way through or revert to an earlier save.

    Quick saves might make things easier, but they are nowhere on the level of giving a player infinite ammo or health. If it bothers you so much you can just rely on the auto save and never save yourself, but games can still be challenging with quick saves and it doesn't impact my entertainment of Max Payne whether it uses quick save or a checkpoint system, since either way I still have to avoid dying and still have a drawback to death.

    And for the record, Dark Souls and Demon's Souls do have a sort of quick save option. If you quit anywhere in the game, it saves you at that exact point you will spawn, with enemies you've killed remaining dead until you yourself die and spawn back at the start, Amnesia also has a sort of quick save in allowing you to save and exit but it doesn't impact the way death works and its still an incredibly challenging game because of the puzzles (that can't really be affected by how you save) and death taking you back to a checkpoint anyways.

  • Level 42
    Karnov
    Posts: 11014
    User is Online
    Jul 7, 2012 12:21 pm GMT

    SPYDER0416 wrote:

    KHAndAnime wrote:

    SPYDER0416 wrote:

    I don't think there's anything wrong with quick saves, they let players save when they want, and why not? They work well with some games, though I do see your point in that they have players do the developer's job of pacing difficulty.

    Of course I do prefer developers implement a good checkpoint system for the difficulty with a mix of saving. After playing so many games where I can sort of spam saves to not ever lose or make a wrong choice, it seems like the best option would be to implement a checkpoint system in combat. Mass Effect 3 does a really great job, if you die you are punished and have to go back to the beginning of the battle, but you can save anytime you want outside of combat.

    I also think limiting saves is an ok option, but it can be frustrating if we don't know when's the best time to use them up.

    Because it encourages players to abuse the save system to beat the game obviously. They might as well give the player infinite life/health/ammo/etc. because it's virtually the exact same thing as having a quick-save system.

    Not really, quick save systems have existed for years and generally work well with the game they are in. If someone dies and didn't save in a while they have to go back to that point, but if they saved in a bad spot then they have to fight their way through or revert to an earlier save.

    Quick saves might make things easier, but they are nowhere on the level of giving a player infinite ammo or health. If it bothers you so much you can just rely on the auto save and never save yourself, but games can still be challenging with quick saves and it doesn't impact my entertainment of Max Payne whether it uses quick save or a checkpoint system, since either way I still have to avoid dying and still have a drawback to death.

    Most games that have quicksave/quickloads don't put much focus on autosaves or checkpoints, which was my point. Quick saves are on the level of infinite ammo/health/etc. Assuming that you're saving for every successful step you take.... Lose health? Reload. Need ammo? Reload. Set yourself up for a tough spot down the road? Reload.


    So explain to me, how's that different than god mode?

    HAVE AN IMMORTAL CHRISTMAS!

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    [QUOTE="SPYDER0416"]

    [QUOTE="KHAndAnime"]

    [QUOTE="SPYDER0416"]

    I don't think there's anything wrong with quick saves, they let players save when they want, and why not? They work well with some games, though I do see your point in that they have players do the developer's job of pacing difficulty.

    Of course I do prefer developers implement a good checkpoint system for the difficulty with a mix of saving. After playing so many games where I can sort of spam saves to not ever lose or make a wrong choice, it seems like the best option would be to implement a checkpoint system in combat. Mass Effect 3 does a really great job, if you die you are punished and have to go back to the beginning of the battle, but you can save anytime you want outside of combat.

    I also think limiting saves is an ok option, but it can be frustrating if we don't know when's the best time to use them up.

    [/QUOTE]

    Because it encourages players to abuse the save system to beat the game obviously. They might as well give the player infinite life/health/ammo/etc. because it's virtually the exact same thing as having a quick-save system.

    [/QUOTE]

    Not really, quick save systems have existed for years and generally work well with the game they are in. If someone dies and didn't save in a while they have to go back to that point, but if they saved in a bad spot then they have to fight their way through or revert to an earlier save.

    Quick saves might make things easier, but they are nowhere on the level of giving a player infinite ammo or health. If it bothers you so much you can just rely on the auto save and never save yourself, but games can still be challenging with quick saves and it doesn't impact my entertainment of Max Payne whether it uses quick save or a checkpoint system, since either way I still have to avoid dying and still have a drawback to death.

    [/QUOTE]

    Most games that have quicksave/quickloads don't put much focus on autosaves or checkpoints, which was my point. Quick saves are on the level of infinite ammo/health/etc. Assuming that you're saving for every successful step you take.... Lose health? Reload. Need ammo? Reload. Set yourself up for a tough spot down the road? Reload.


    So explain to me, how's that different than god mode?

  • Level 41
    Thunder Force
    Posts: 8185
    User is Online
    Jul 7, 2012 12:21 pm GMT

    Well play multiplayer games, humans eventually get more difficult than the game could ever be.

    Well play multiplayer games, humans eventually get more difficult than the game could ever be.

  • Level 42
    Karnov
    Posts: 11014
    User is Online
    Jul 7, 2012 12:22 pm GMT

    SPYDER0416 wrote:

    KHAndAnime wrote:

    SPYDER0416 wrote:

    I don't think there's anything wrong with quick saves, they let players save when they want, and why not? They work well with some games, though I do see your point in that they have players do the developer's job of pacing difficulty.

    Of course I do prefer developers implement a good checkpoint system for the difficulty with a mix of saving. After playing so many games where I can sort of spam saves to not ever lose or make a wrong choice, it seems like the best option would be to implement a checkpoint system in combat. Mass Effect 3 does a really great job, if you die you are punished and have to go back to the beginning of the battle, but you can save anytime you want outside of combat.

    I also think limiting saves is an ok option, but it can be frustrating if we don't know when's the best time to use them up.

    Because it encourages players to abuse the save system to beat the game obviously. They might as well give the player infinite life/health/ammo/etc. because it's virtually the exact same thing as having a quick-save system.

    And for the record, Dark Souls and Demon's Souls do have a sort of quick save option. If you quit anywhere in the game, it saves you at that exact point you will spawn, with enemies you've killed remaining dead until you yourself die and spawn back at the start, Amnesia also has a sort of quick save in allowing you to save and exit but it doesn't impact the way death works and its still an incredibly challenging game because of the puzzles (that can't really be affected by how you save) and death taking you back to a checkpoint anyways.

    That fact that you would compare these two save systems shows that you haven't put a lot of thought into it.


    In terms of balance, they aren't similar at all. Think about it really quickly and get back to me on it. The difference between quicksaving and the system that DS has is pretty damn big.

    Edited on Jul 7, 2012 12:24 pm GMT

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    [QUOTE="SPYDER0416"]

    [QUOTE="KHAndAnime"]

    [QUOTE="SPYDER0416"]

    I don't think there's anything wrong with quick saves, they let players save when they want, and why not? They work well with some games, though I do see your point in that they have players do the developer's job of pacing difficulty.

    Of course I do prefer developers implement a good checkpoint system for the difficulty with a mix of saving. After playing so many games where I can sort of spam saves to not ever lose or make a wrong choice, it seems like the best option would be to implement a checkpoint system in combat. Mass Effect 3 does a really great job, if you die you are punished and have to go back to the beginning of the battle, but you can save anytime you want outside of combat.

    I also think limiting saves is an ok option, but it can be frustrating if we don't know when's the best time to use them up.

    [/QUOTE]

    Because it encourages players to abuse the save system to beat the game obviously. They might as well give the player infinite life/health/ammo/etc. because it's virtually the exact same thing as having a quick-save system.

    [/QUOTE]

    And for the record, Dark Souls and Demon's Souls do have a sort of quick save option. If you quit anywhere in the game, it saves you at that exact point you will spawn, with enemies you've killed remaining dead until you yourself die and spawn back at the start, Amnesia also has a sort of quick save in allowing you to save and exit but it doesn't impact the way death works and its still an incredibly challenging game because of the puzzles (that can't really be affected by how you save) and death taking you back to a checkpoint anyways.

    [/QUOTE]

    That fact that you would compare these two save systems shows that you haven't put a lot of thought into it.


    In terms of balance, they aren't similar at all. Think about it really quickly and get back to me on it. The difference between quicksaving and the system that DS has is pretty damn big.

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