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- May 1, 2013
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Well, I have the random loot chests (not exactly random, but it's a skill check much like D&D. The values of success are of course hidden, so there's no way to know what the maximum best loot could have been). I just play it a bit better than "RNG". The way it currently works is most of the "random loot chests" have anywhere from 3 to 5 possibilities for items. Depending on the quality of the loot in the chest, I determine what the game would have to roll upon opening the chest to obtain whatever specific piece of loot is within. The roll is based upon two factors for "Picking the Lock" and three for "Pillaging the Treasure". When you pick the lock, it takes Reflex (an essentially renamed Luck stat) and divides it by four. It then generates a random number based upon difficulty of the chest (or valuable loot within). That number is usually anywhere between 1-10. If the treasures are 5 Potions, a Tier 2 Helm, and a Tier 4 Sword... Those numbers are going to be different. Let's say you need a roll of 20 or less to obtain the Potions, a roll of 21-40 to obtain the Helm, and anything 41 and above nets you the Sword. If your Reflex is only 40, the most you're going to get out of a roll would be 20 (if I decided the loot wasn't that valuable and gave you the full 10 points as a possibility). Now, let's say your Reflex is 160. You get 40 points automatically towards the success so anything the RNG rolls will put you into the prize bracket of the Sword. Save scumming can help you here, but only if you're on the "cusp" of the next best reward. However, first time players would never know what rewards are in there or even how high you would need your stats to obtain the best loot. We're not even getting into the Equipment I have which adds more numbers to the chance of obtaining loot either.
This is very off topic, I know, but I figured it wouldn't be a bad thing to provide an example of "Random Loot" that really can't be save scummed and so it's an interesting idea.
However, jumping back to the save thing... If you're doing anything more than 5 minutes of gameplay each time you die... Someone designed the game wrong. 15 minutes is far too excessive. 5 Minutes is pretty much the maximum you can push a player to have to replay (usually about the time to walk two rooms, have three fights, run through the dialogue of a boss, then get to the action). A five minute setback really only causes frustration in a player if they have to do it quite often (because then the progress lost has become fairly annoying... It's like grinding... except the game tells you that you lost when you don't grind right). Very few players will need more than two restarts to defeat about any boss you throw at them in an RPG. As clever as us devs like to think we are with Boss Design, Enemy Design, Skills, Spells, Equipment, Battle design, etcetera... Let's be honest here and say that very few bosses in the history of ever have needed more than two restarts to figure out ways to beat them and then be beaten. Most bosses in any RPG are going to be defeated in a single run simply because basic gameplay of an RPG basically ensures you're more than an equal match for whatever boss you're likely to run up against (unless the game is deliberately designed to be otherwise). Most standard enemies are like this as well. Easily dispatched and moved on from. Why do you think players only really remember the tough bosses? Or the bosses that really kicked their butts? It's because everything else in the game was a cakewalk.
So, really, do you need to be able to save anywhere? Even as a preventative measure to keep you from "having to do those 15 minutes again"? I'd say "no". There's really only a single reason to include a "save anywhere" feature. Basically so you can have players pick up their game right where they left off if something suddenly happened. Honestly though... We could take care of that with a "Quick Save" feature which automatically deletes itself once you loaded it back up.
EDIT: @Sharm
Not very schooled in human behavior, are we? Give a person the option to cheat without being caught and they're going to do it. Ever used a Game Genie? Game Shark? Mods? You show me one person who hasn't used them and I'll show you a liar. There are very few people who actually play a game "for the challenge". Sure, lots of people will say they're playing something "For The Challenge", but how many give up partway through? Lots and tons. Let me put it this way... How many people deliberately handicap themselves in an RPG? Even on their first run? The number you're looking for is "not very many". Most everyone hits "Normal" difficulty and then sets about naturally finding the easiest ways to exploit the game or its elements in order to obtain an edge in order to complete it with minimal hassle possible. This is human nature. Human beings will only work as hard as they have to in order to achieve whatever it is they desire. They will put in no more effort than is absolutely necessary.
You see, we now have a culture of gamers who say "A game isn't fun until you mod it". Which is, essentially, telling us that a game isn't fun unless it either specifically caters to them, or lets you cheat in very obvious ways just so you can exploit the original game.
If you see cheating, even in a singleplayer game, to be some kind of indicator that a game is "designed poorly", then you're really not thinking clearly or logically. A game should be able to stand on its own merits on not on how easy it is to exploit by people who refuse to participate in any sort of challenge. Yes, an actual punishment for dying should exist. It's incentive to keep you from dying. It's incentive to learn how to play better. It tends to make victory all the more satisfying (you are never more satisfied with in a win than when you had to invest countless frustration filled hours into achieving that win). Think about that for a second. Are you more satisfied with playing "Through the Fire and Flames" in Guitar Hero and getting a 100% on it... Or getting a 100% on "Slow Ride" in the same game? One of those wins is more satisfying than the other.
I simply feel that "save anywhere" features are destroying the concepts of loss and victory. I feel they are destroying any concept of danger or skill as well. Saving anywhere can be nice, sure, but I'd much prefer if it was avoided if at all possible in order to make wins more satisfying and losses more disappointing. I'd much prefer a "quick save" for players who absolutely must abandon the game at that exact moment and have that save deleted upon reloading it to a "save anywhere anytime" feature. I'd also prefer reasonable save locations to not require a lot of replaying of sections when losing (like a save before a boss fight or a save point every few rooms depending on difficulty and length of rooms). I don't like having to redo 15 minutes of gameplay either when I lose, but I'm okay with losing a smaller amount. Something that feels substantial, but isn't too much hassle (like say five minutes or so at max). It's okay to punish your player for losing, but it's not okay to be absolutely sadistic to them for it.
Also, I really resent that you would say something like, "If someone has more fun breaking your game than playing it, than your game is poorly designed!" and then follow it up with "we're dropping the 'it's bad design' discussion". Basically, you just said "I get the last word in on the subject of bad design and it's no longer up for debate because the topic will get locked if you do". It's not very nice. That being said... I really can't agree with "if people have more fun breaking your game than playing it, you designed it poorly". There are just too many variables in there to reasonably make that assertion for any audience. It's essentially a baseless claim that sounds legitimate. I will agree that adding in save points just to "increase difficulty" is not a good idea. Restricting saves to increase difficulty is a good idea (no matter what method you use to do this). However, adding a save point isn't a way to increase difficulty at all. In fact, it's a way to mitigate already existing difficulty. If you can't save anywhere, but only at save points, then what a God-send a save point is in the middle of a dungeon! Save points, in and of themselves, mitigate difficulty. They keep you from having to beat a game all in one sitting for one (physical and psychological endurance!). For another, they keep you from having to replay large segments of the game again. For a third, most players, upon seeing a save point, are reminded mentally to actually save. Why do you think games like Skyrim and Fallout 3 have "auto-save" everytime you change locations? It's there to make sure the game has saved often so a player doesn't have to remember to save all the time. Most players, when given the option to "save anywhere anytime", especially in games like Fallout 3 and Skyrim... Won't really save manually all that often. It takes a bit of time to open the menu and select a save slot and everything. Players will save in these games for two reasons: Savescumming or to quit playing. Having actual save points on the map actually reminds players to save (they'll even save at every single one of these things if you put them in every single room).
Oh, and for the record... If a player doesn't have fun in my game, I'd rather they find a game they do enjoy instead of trying to have fun in my game by breaking it. If it isn't fun or well-designed, I'd take it better that they just didn't play it or quit playing it than to completely destroy the experience I had so carefully crafted for their own amusement. It's the equivalent of someone looking at the Mona Lisa and saying "this looks like crap" and then proceeding to paint over it just so they could enjoy the painting. Get what I'm saying?
This is very off topic, I know, but I figured it wouldn't be a bad thing to provide an example of "Random Loot" that really can't be save scummed and so it's an interesting idea.
However, jumping back to the save thing... If you're doing anything more than 5 minutes of gameplay each time you die... Someone designed the game wrong. 15 minutes is far too excessive. 5 Minutes is pretty much the maximum you can push a player to have to replay (usually about the time to walk two rooms, have three fights, run through the dialogue of a boss, then get to the action). A five minute setback really only causes frustration in a player if they have to do it quite often (because then the progress lost has become fairly annoying... It's like grinding... except the game tells you that you lost when you don't grind right). Very few players will need more than two restarts to defeat about any boss you throw at them in an RPG. As clever as us devs like to think we are with Boss Design, Enemy Design, Skills, Spells, Equipment, Battle design, etcetera... Let's be honest here and say that very few bosses in the history of ever have needed more than two restarts to figure out ways to beat them and then be beaten. Most bosses in any RPG are going to be defeated in a single run simply because basic gameplay of an RPG basically ensures you're more than an equal match for whatever boss you're likely to run up against (unless the game is deliberately designed to be otherwise). Most standard enemies are like this as well. Easily dispatched and moved on from. Why do you think players only really remember the tough bosses? Or the bosses that really kicked their butts? It's because everything else in the game was a cakewalk.
So, really, do you need to be able to save anywhere? Even as a preventative measure to keep you from "having to do those 15 minutes again"? I'd say "no". There's really only a single reason to include a "save anywhere" feature. Basically so you can have players pick up their game right where they left off if something suddenly happened. Honestly though... We could take care of that with a "Quick Save" feature which automatically deletes itself once you loaded it back up.
EDIT: @Sharm
Not very schooled in human behavior, are we? Give a person the option to cheat without being caught and they're going to do it. Ever used a Game Genie? Game Shark? Mods? You show me one person who hasn't used them and I'll show you a liar. There are very few people who actually play a game "for the challenge". Sure, lots of people will say they're playing something "For The Challenge", but how many give up partway through? Lots and tons. Let me put it this way... How many people deliberately handicap themselves in an RPG? Even on their first run? The number you're looking for is "not very many". Most everyone hits "Normal" difficulty and then sets about naturally finding the easiest ways to exploit the game or its elements in order to obtain an edge in order to complete it with minimal hassle possible. This is human nature. Human beings will only work as hard as they have to in order to achieve whatever it is they desire. They will put in no more effort than is absolutely necessary.
You see, we now have a culture of gamers who say "A game isn't fun until you mod it". Which is, essentially, telling us that a game isn't fun unless it either specifically caters to them, or lets you cheat in very obvious ways just so you can exploit the original game.
If you see cheating, even in a singleplayer game, to be some kind of indicator that a game is "designed poorly", then you're really not thinking clearly or logically. A game should be able to stand on its own merits on not on how easy it is to exploit by people who refuse to participate in any sort of challenge. Yes, an actual punishment for dying should exist. It's incentive to keep you from dying. It's incentive to learn how to play better. It tends to make victory all the more satisfying (you are never more satisfied with in a win than when you had to invest countless frustration filled hours into achieving that win). Think about that for a second. Are you more satisfied with playing "Through the Fire and Flames" in Guitar Hero and getting a 100% on it... Or getting a 100% on "Slow Ride" in the same game? One of those wins is more satisfying than the other.
I simply feel that "save anywhere" features are destroying the concepts of loss and victory. I feel they are destroying any concept of danger or skill as well. Saving anywhere can be nice, sure, but I'd much prefer if it was avoided if at all possible in order to make wins more satisfying and losses more disappointing. I'd much prefer a "quick save" for players who absolutely must abandon the game at that exact moment and have that save deleted upon reloading it to a "save anywhere anytime" feature. I'd also prefer reasonable save locations to not require a lot of replaying of sections when losing (like a save before a boss fight or a save point every few rooms depending on difficulty and length of rooms). I don't like having to redo 15 minutes of gameplay either when I lose, but I'm okay with losing a smaller amount. Something that feels substantial, but isn't too much hassle (like say five minutes or so at max). It's okay to punish your player for losing, but it's not okay to be absolutely sadistic to them for it.
Also, I really resent that you would say something like, "If someone has more fun breaking your game than playing it, than your game is poorly designed!" and then follow it up with "we're dropping the 'it's bad design' discussion". Basically, you just said "I get the last word in on the subject of bad design and it's no longer up for debate because the topic will get locked if you do". It's not very nice. That being said... I really can't agree with "if people have more fun breaking your game than playing it, you designed it poorly". There are just too many variables in there to reasonably make that assertion for any audience. It's essentially a baseless claim that sounds legitimate. I will agree that adding in save points just to "increase difficulty" is not a good idea. Restricting saves to increase difficulty is a good idea (no matter what method you use to do this). However, adding a save point isn't a way to increase difficulty at all. In fact, it's a way to mitigate already existing difficulty. If you can't save anywhere, but only at save points, then what a God-send a save point is in the middle of a dungeon! Save points, in and of themselves, mitigate difficulty. They keep you from having to beat a game all in one sitting for one (physical and psychological endurance!). For another, they keep you from having to replay large segments of the game again. For a third, most players, upon seeing a save point, are reminded mentally to actually save. Why do you think games like Skyrim and Fallout 3 have "auto-save" everytime you change locations? It's there to make sure the game has saved often so a player doesn't have to remember to save all the time. Most players, when given the option to "save anywhere anytime", especially in games like Fallout 3 and Skyrim... Won't really save manually all that often. It takes a bit of time to open the menu and select a save slot and everything. Players will save in these games for two reasons: Savescumming or to quit playing. Having actual save points on the map actually reminds players to save (they'll even save at every single one of these things if you put them in every single room).
Oh, and for the record... If a player doesn't have fun in my game, I'd rather they find a game they do enjoy instead of trying to have fun in my game by breaking it. If it isn't fun or well-designed, I'd take it better that they just didn't play it or quit playing it than to completely destroy the experience I had so carefully crafted for their own amusement. It's the equivalent of someone looking at the Mona Lisa and saying "this looks like crap" and then proceeding to paint over it just so they could enjoy the painting. Get what I'm saying?
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