Save anywhere vs Save Points

MisterTorgue

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So I have been torn between implementing a save restriction so you can only save at certain points rather than anywhere.

Do you think it's better for players to be able to save whenever they want, or to restrict it with Save Crystals (they wont be rare or anything) but so they can't save whenever they like?
 

_Shadow_

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It depends. 

For instance, an action game that you have a mini game inside that you run to save yourself from hunters, might need only checkpioint saves.

You might also need to make a horror setting. A feeling that you know what? You are not safe. You are actually freaked up (rephrase that).

So you need small rooms with checkpoints of even one use! :p

Like resident evil with typewriters and ink to be used to save.

On the other hand, an RPG with an open world could be suitable to save everywhere.

Save everywhere or save in certain times can be used combined too.

What you have to be careful, is exploits. If a gamer can save the game and try stuff making it easy as pie, the game WILL be exploited and it will become boring soon enough to not worth the time to be played. If the game won't be broken by overusing save feature, it's ok to save everywhere.

If this... bends the rules of the game it's a bad thing. Here is an example.

You wannt a gamer to answer correct to 5 questions.

The gamer must do 5 dungeon runs to know the right answer.

There are four possible questions.

Player saves.

"Ask me the questions Bridge Keeper I am not afraid!"

Question 1 wrong. Died.

Load.

Question 1 wrong. Died.

Load.

Question 1 correct.

Save.

Question 2 wrong. Died

Load.

Question 2...

See what happens here? Trial and error breaks the riddle solutions.

This sould NOT had a save.

This should be a scenario like: Do something a LITTLE boring, then find the man with questions. Complete all 5 puzzles, learn the answers, go and say the correct ones to GO ON AND SAVE. Or else, go back before the LITTLE boring process and do it AGAIN!
 

MisterTorgue

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you have a good point, I do have some features thinking about it, that could be easily done if you could just restart!

Where is it you disable save anywhere so you can set up checkpoint saves? :)
 

_Shadow_

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If I recall right, I think there is an Event Command that disables save.

you can also put a # on the line of the script code that... displays save on base scripts and poof! It's gone.

You need some crystal events then or something to have save features.

I try to keep it simple here.

Gimme some time, I will edit this comment with more info.

I launch VX Ace and will be back with an answer.

Meanwhile... check out my signature Spoiler button. ;)

Please spare me some minutes... steam decided to update the client... all of a sudden as always....

Edit:

Ok I am back!

I was right:

Event Commands menu:

Tab 3

Group: System Settings

Change Save Access

Enable/disable.

Case Solved.

For the record:

Script editor.

Under Windows group,

Script: Window_MenuCommand

Put a # in front of Line 40

#    add_save_command

This comments out the command and will not execute. So the feature will not be added to the menu.

If you need it but wanna enable or disable save, just use Event command and you are good to go.
 
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TheoAllen

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Checkpoints used for challenge. While save everywhere used for no real challenge.

For example, save everywhere can be used when you explore the world without a clear destination like open world. Even it's not open world, just walking on the map should have save everywhere feature.

Checkpoints used when you enter the dungeons. They have traps spread around. Once player get pass the traps, reward the player by checkpoint.
 

Ms Littlefish

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There are a number of factors that I think would play into this, including game genre.

For instance, limited save points may add suspense and atmosphere in a horror game but would cause something more dungeon crawl-y to drag on and inconvenience some players.

I think as long as your saving method is fair for players it would be fine.

Many games allow 'save anywhere' when you're in an overworld or town but have the feature disabled during a dungeon area, for example. 
 
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_Shadow_

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Edited my reply. Check it out.

 

There are a number of factors that I think would play into this, including game genre.

For instance, limited save points may add suspense and atmosphere in a horror game but would cause something more dungeon crawl-y to drag on and inconvenience some players.

I think as long as your saving method is fair for players it would be fine.

Many games allow 'save anywhere' when you're in an overworld or town but have the feature disabled during a dungeon area, for example. 

 
YES YES YES YES YES! You are right!
 
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EternalShadow

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I have both because people keep forgetting to save when the 'save anywhere' feature is in :p
 

MisterTorgue

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Thanks guys, 
I think I will keep it enabled on world maps and large main towns and such

and in small out of the way towns and dungeons have them at specified locations in the areas :)

you have all been great as usual :)
 

whitesphere

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In my games, I allow the player to save anywhere, but when inside a dungeon there are specified save points.  And I also make sure to have an Item called "Escape" or "Exit" which allows the party to get out of a dungeon. 

This prevents the party from being permanently stuck --- say before a boss, but the party barely survived there and won't survive the trek out, but keeps the challenge.  After all, if you Escape, you have to trek all the way back in.   But it's a great emergency measure to avoid player frustration.
 

Engr. Adiktuzmiko

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Depends, if the game is so hard that I could die everytime, I'd like to be able to save anywhere (unless of course you really want to make the game super hard)
 

captainproton

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I really hate restricted saves outside action platformers like Mario. To me, it's a convenience issue. If you have to stop playing and go do something else, iand you have a restricted save, it's either hang around until you get to the save point and be late, or stop and lose your progress.
 

TMS

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In some circumstances a person with no available save point could pause the game and leave it running while they take care of something else.
 

SunDog

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Just let me save anywhere.

I work in IT which means I can get called into my job at a moment's notice (and it seems to happen about every 3 weeks). Normally I have to drive in and reset a server, which can take 2 hours round trip.

Yes, I could leave the game running but that is stupid. 
 

Engr. Adiktuzmiko

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Also, I do think there's really not much point in not allowing them to save anywhere, especially since it's a single player game anyways.


@TMS - that's not always possible, and sometimes too impractical. Like if I'm gonna be out for 4 hours, I can't let my computer ON just so the game won't lose the progress because that will be a waste of electricity (in extension money, and also wasting the Earth's resources)
 
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Bastrophian

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Well....hope im not "too" late, but what about disabling the ability to save anywhere, and having strategically placed Save Points, but selling Semi-Pricey Save items (or even having them be rare items, monsters drop, or in hidden chests.) That way, the player would occasionally be able to save anywhere, but they have a limited ability to do this. :) You earn the right to save anywhere.... 
 
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Ralpf

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A quick save that exits the game and deletes on load can allow people to shut the game off when necessary and keep save only in certain locations design intact. Don't know if a script exists that can do that though, nor the feasibility in making one.
 
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MisterTorgue

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Well what I was going to do is create a style of 'teleport'.

That teleports you to your own village (you build it up e.c.t.)

which has a save crystal in it, and you can use the teleporter to go back to your initial location (so you can teleport get pots and leave where you left off, use it to save if you need to go e.c.t.)

(or if a cave is too strong you can use the teleporter then the secondary teleporter in your village to go back to certain cities (when you have built this feature in your village))

but also put save points round so you don't need to do this every time.

so it does have limits but once you get the item, it gives you a any time teleport / safe heaven really.

I am still torn between save anywhere, and specific saves.

I like the freedom of saving anywhere, but I like the principal and general feel for having save points and such.
 

amerk

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I don't think you're going to find anything more that hasn't been talked to death in the other topics of this sort:

http://forums.rpgmakerweb.com/index.php?/topic/24348-using-both-save-anywhere-and-save-points/?hl=%2Bsave+%2Bpoints

http://forums.rpgmakerweb.com/index.php?/topic/30792-save-points-or-nah/?hl=%2Bsave+%2Bpoints

The general concensus is that most people prefer the ability to save anywhere, due to time constraints on a busy life, and that save points should not be used as the sole means to boost difficulty. Understand, too, that a lot of people have expressed their dislike for only being able to save at specific spots, and have stated they will flat out refuse to play your game if that's the case.

If you opt to include save points, then offering quick saves is almost essential. If you decide to do save points, you can also probably get by with a Dragon Quest style of respawning, so that any amount of level grind and loot found is not lost, so it's not a wasted effort ont he part of the player.
 

MisterTorgue

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Hmm could always do a simple starting option, where if you want to it will disable save but deploy a switch for save points and if not you can save anywhere, to appease both!
 

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