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"Manual save games were a mistake." - Josh Sawyer

Manual save games were a mistake.

  • True.

    Votes: 24 9.1%
  • False.

    Votes: 240 90.9%

  • Total voters
    264

CamHostage

Member


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?


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.

 
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Esca

Member
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
 

Men_in_Boxes

Snake Oil Salesman
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.
I think developers need to stop making games for those people. It's holding back game design.

Those people should just jump on YouTube or wikipidia if they want to "collect em all" story outcomes.
 

Danjin44

The nicest person on this forum
huh-rabbit.gif
 

Bulletbrain

Member
Yes and no. One should have the option to pick and choose. If I want to manual save and savescum to my heart's content? Let me. If Devs really want to limit manual saving, offer a XCOM ”ironman” like mode especially geared for that type of ”no going back” type of play.

In short: gimme the choice to pick how I want to play.
 
Yes but what does it take away from the player?

Consequence. Stakes. Intensity. Finality.

I'm ok with that. I'd prefer that devs that want to do this create a separate trophy linked to no save scumming or a mode that doesn't allow it and you get a trophy for beating that mode. No need to force it on everyone.
 
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BlackTron

Member
The answer IMO is kinda complicated. I think you should be able to save and leave the game at any time, without leaving it running.

But that save should not necessarily insulate you from suffering consequences from failure in the game.

For example, Mario World only lets you save at certain points like beating a castle. Therefore you are under pressure to complete a chunk of the game with your available lives/skills, or you will need to do it over again. It's part of the game design.

Adding a save state doesn't take that away, but only if the state is deleted once you return to the game. Otherwise, you are insulated from failure because you could just return to the save state.

So the way a game handles saves really comes down to its individual game design, but IMO there's always a way to manage it where you retain the designers intention without managing the players time for them. Like just add a suspend to Returnal.
 

RoboFu

One of the green rats
No but the whole " your character can be everything " was a mistake.

If you can choose from classes each class should have its own abilities. If your game has branching skill trees when choosing a branch they should cancel other branches.
 

Men_in_Boxes

Snake Oil Salesman
Jfc, who gives a fuck, keep that for real life.
It's not just real life. It's all your favorite books, movies, TV shows as well.

Imagine reloading when you realize Walter White develops cancer in Breaking Bad? Narrative tied to consequence is naturally more compelling.
 

Guilty_AI

Gold Member
Who cares, its a SP game. If you think it's detrimental to the game, learn some self control. Also, there are tons of times i want to experiment in a game and manual saves are essential for that.
 

Duchess

Member
Not at all. Manual saves protect you from game breaking bugs, that an autosave could lock you into.

If something like that occurs, you could reload a manual save you made an hour earlier, so you can avoid the issue.
 

Esca

Member
Yes but what does it take away from the player?

Consequence. Stakes. Intensity. Finality.
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.
You also forget that manual saves allow for tons of experimentation. Such as using all your resources to to try something crazy to see if it actually would work. Where as in a auto save you wouldn't take the risk probably cause it would set you behind a lot if it doesn't work out. Being able to save the game and take a break from how you normally play just to go and wipe out an entire villages or cities on a murderous rampage. Or what about being able to just replay a certain section of the game you really enjoyed the most? Taking away options is not good. Auto save is cool for those times you may have forgot to save not often. It should be used along with manual saving and not the only way of saving, that's lame AF
 

Puscifer

Member
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.


This guy can kick rocks. I'm sorry but re-release MEGATEN 5 was great because I could manually save and not feel like I have to set aside chunks of my time to make progress. Sure, even if it was just 30 minutes or a hour or two I finally finished it after 50 hours.

Persona 5 took me ages because I just felt like I always HAD to play for hours at a time.
 
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JimboJones

Member
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.
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...
 

Quantum253

Gold Member
If auto saving didn't exist, you'd be paying for typewriter ribbons in REs through the games digital storefront along with everyone else
 

Sooner

Gold Member
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.

Movies are not games and shouldn't follow the same logic.
 

StreetsofBeige

Gold Member
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.


I love save scumming.

But I wouldnt so much if gaming AI didnt cheat. If youre someone who played old Warlords games, the cpu cheated in fights, and HoMM games the cpu cheated with extra resources/city boosts, which you could tell as it'd be physically impossible to create some monster structures that fast. Even if you had unlimited resources, structures could only be built 1 per day per city. The cpu would somehow be able to get advanced monster structures faster than possible and that didn't even consider resources requirements which is on top of it.

It also cheated by not being affected by fog of war, and it didn't need to step out a step going back and forth through moon gates. Surely many more if I thought about it.
 
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ReyBrujo

Member
For dungeon crawlers I prefer automatic saving per room so that if you mess up, you are done for. For other games I don't mind. However you can't expect a player to play a 30 hour game 12 to get every possible final, it's stupid. Imagine Chrono Trigger with automatic saving, it would be horrendous.
 
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