- Joined
- Mar 14, 2012
- Messages
- 490
- Reaction score
- 61
- First Language
- German
- Primarily Uses
To me it looks like everyone here is talking, yet no one is listening :/
Aside from that debate having been had to death over and over again, people keep bringing up the same arguments over and over again, while focusing on the method of saving, which completely irrelevant tho, its about the context of the game.
Nothings wrong with DECENTLY placed savepoints, everythings wrong with savepoints that force you to redo a whole dungeon (or parts).
Saving has nothing to do with gratification or punishment, or atleast it shouldn't nowadays.
Its about overcoming an obstacle with the clever use of resources you got at hand.
Rerunning a certain part of a dungeon is not "good" punishment, because you already had overcome that obstacle before, its simply tedious and frustrating.
Bashing your head against a wall (for reference raiding in MMO's), as in beating a difficult boss, that is "good" punishment, because the focus is on overcoming a new obstacle, not redoing old ones.
Never wondered why everyone hates running back to a boss in -name MMO here-?
Respawnpoints in WoW for example are getting closer to the boss with each new raid (most of the time), because running back just wastes your time.
People should focus on presenting relevant challenges, with a fitting reward, focus on putting savepoints where they belong, use autosaves or steadily remind the player to save (if you can do so everywhere), to prevent pointless redoing of things you have done before.
That's what's important, that, whichever way of saving you end up using, implementing it the right way and focus on gameplay providing challenge and reward.
Aside from that debate having been had to death over and over again, people keep bringing up the same arguments over and over again, while focusing on the method of saving, which completely irrelevant tho, its about the context of the game.
Nothings wrong with DECENTLY placed savepoints, everythings wrong with savepoints that force you to redo a whole dungeon (or parts).
Saving has nothing to do with gratification or punishment, or atleast it shouldn't nowadays.
Its about overcoming an obstacle with the clever use of resources you got at hand.
Rerunning a certain part of a dungeon is not "good" punishment, because you already had overcome that obstacle before, its simply tedious and frustrating.
Bashing your head against a wall (for reference raiding in MMO's), as in beating a difficult boss, that is "good" punishment, because the focus is on overcoming a new obstacle, not redoing old ones.
Never wondered why everyone hates running back to a boss in -name MMO here-?
Respawnpoints in WoW for example are getting closer to the boss with each new raid (most of the time), because running back just wastes your time.
People should focus on presenting relevant challenges, with a fitting reward, focus on putting savepoints where they belong, use autosaves or steadily remind the player to save (if you can do so everywhere), to prevent pointless redoing of things you have done before.
That's what's important, that, whichever way of saving you end up using, implementing it the right way and focus on gameplay providing challenge and reward.

