Men_in_Boxes
Snake Oil Salesman
The longer I play games the more I see this as a fundamental issue that should be corrected. Games are simply better when they allow you to progress with more than one outcome.
Do you agree?
Giving the player the ability to reload based on non ideal outcomes.What do you mean, like save points or having to going into the menu and click save?
The longer I play games the more I see this as a fundamental issue that should be corrected. Games are simply better when they allow you to progress with more than one outcome.
Do you agree?
I think developers need to stop making games for those people. It's holding back game design.Eh, I mean, I love exploiting it if a game lets me (and I hate every game with save bugs that could have been avoided with some additional backup saves,) but... it is a game.
Like, the whole point of alternate endings/paths in games is to offer surprises and variations of story if you play through more times than once, but we gamers have gotten up our own asses of "gotta collect em all" that we have to see every ending. We can't let go and just enjoy games as they were designed, and we ruin the experience for our selves with our obsessiveness. We don't "play" games for the challenge of winning or losing, we "progress" through them to the pathed-out outcome.
Yes but what does it take away from the player?Yet manual saves allow you to to save before events/ choices so you can see more than one outcome without having to repay the game where as auto Dave you are SOL and can't see more than one outcome
Yes but what does it take away from the player?
Consequence. Stakes. Intensity. Finality.
Yes but what does it take away from the player?
Consequence. Stakes. Intensity. Finality.
It's not just real life. It's all your favorite books, movies, TV shows as well.Jfc, who gives a fuck, keep that for real life.
Frodo didn't have to do everything again when Gandalf died to the Balrog. That's how you should be viewing the Josh Sawyer tweet.I don't like to make a mistake and have to redo everything again.
But you can choose to not save anyway and keep going and don't care if you're getting the good ending or not.Frodo didn't have to do everything again when Gandalf died to the Balrog. That's how you should be viewing the Josh Sawyer tweet.
That's up to the player. Many may just want to see what was the outcome doing what they weren't going to do anyways.Yes but what does it take away from the player?
Consequence. Stakes. Intensity. Finality.
Eh, I mean, I love exploiting it if a game lets me (and I hate every game with save bugs that could have been avoided with some additional backup saves,) but... it is a game.
Like, the whole point of alternate endings/paths in games is to offer surprises and variations of story if you play through more times than once, but we gamers have gotten up our own asses of "gotta collect em all" that we have to see every ending. We can't let go and just enjoy games as they were designed, and we ruin the experience for our selves with our obsessiveness. We don't "play" games for the challenge of winning or losing, we "progress" through them to the pathed-out outcome.
Fundamentally, I understand the notion but cannot avoid the instinct. It's an imperfect world, and we live an imperfect life.
Depends, stealth games that have multiple ways of achieving the objective can benefit from "save scumming" as I think it encourages experimenting. Some of my favourite game experiences have been in DeusEx and just dicking around and trying different approaches.Giving the player the ability to reload based on non ideal outcomes.
Imagine Frodo reloading after he gets stabbed by the Nazgul. The story is more interesting dealing with negative consequences.
right. i mean, imagine just drinking something after getting shot/stabbed/smashed, & suddenly getting all your health back. let's get rid of all instant healing, as well, i say. let us all just realistically be allowed to crawl away to die...Giving the player the ability to reload based on non ideal outcomes.
Imagine Frodo reloading after he gets stabbed by the Nazgul. The story is more interesting dealing with negative consequences.
Imagine a movie character dying, but the scene keeps replaying until he survives.Giving the player the ability to reload based on non ideal outcomes.
Imagine Frodo reloading after he gets stabbed by the Nazgul. The story is more interesting dealing with negative consequences.
Eh, I mean, I love exploiting it if a game lets me (and I hate every game with save bugs that could have been avoided with some additional backup saves,) but... it is a game.
Like, the whole point of alternate endings/paths in games is to offer surprises and variations of story if you play through more times than once, but we gamers have gotten up our own asses of "gotta collect em all" that we have to see every ending. We can't let go and just enjoy games as they were designed, and we ruin the experience for our selves with our obsessiveness. We don't "play" games for the challenge of winning or losing, we "progress" through them to the pathed-out outcome.
Fundamentally, I understand the notion but cannot avoid the instinct. It's an imperfect world, and we live an imperfect life.