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I think a lot of the Save Points issue kind of references back to the idea of game overs and whether they serve a purpose in an RPG (or any game with a beginning and an end, for that matter). That in itself relays back to the idea of where should the challenge come from in your gameplay, but that would be waylaying the conversation even further.
But as a quick word on Game Overs... there are games that need the risk-and-reward mechanic that GO's bring, and there are games that don't... and among them, there are games that figure out a way to do the risk-and-reward thing through something other than "lose all progress and return to your last save file". Breath of Fire: Dragon Quarter used a "groundhog's day" type system that was an integral game mechanic unto itself. Recettear turned GO's into a New Game +. Pokemon used an effective (if too forgiving) Non Game Over mechanic that let you keep all your progress but cost half your money. Tales of the Abyss (and Skies of Arcadia, IIRC) allowed you to retry boss battles you lost (OR return to the Load Game menu).
If you're not doing anything unique, I think the best method is to allow saving anywhere as long as you're somewhere "safe" (e.g. towns), and either having sparse save points in dungeons or not having them at all. A "soft save" slot (that is, a file that's deleted as soon as it's loaded) is a really nice feature, too. One of my pet peeves in games is needing to leave the game running if I need to quickly leave the house for some reason, and having a soft save (that can be used anywhere) allows me to turn the game off and come back later, without affecting design or difficulty at all.
One important piece of advice I'd give to everyone: have a scripted option to save after the "cutscene" that leads into the dungeon's boss (or big event) plays, rather than before it. This has two huge benefits: you don't tip the player off about a Wham! Moment in advance of the scene, and if the player loses the fight, they don't have to watch the entire scene again (which is a pet peeve for nearly all players the world over). Of course, this also can lead to an unwinnable situation - so if losing that boss fight results in a GO, it would be smart to instruct the player to use different save files or at least give the player a way to, for example, exit the dungeon safely as they load their file after defeat.
EDIT: In response to the last few posts, there is only one person to blame if the player (without warning) finds themselves in an unwinnable situation in a traditional RPG, and that is the designer. It's a player's natural instinct to save when possible, and if it so happens that the player is now in a situation that they can't turn back from and can't survive, then you as the designer have screwed over your player. Why do this? The only time I can remember this happening to me was Evolution: Worlds, where I barely survived the dungeon (1/4 HP and one healing item), saved, and then was told I couldn't go back. I did manage to beat the boss after about fifteen attempts by manipulating its strategy and getting really lucky with "AI Roulette", but I consider this horrible game design because it's a very un-fun situation that feels unfair to most players.
TL;DR Version:
But as a quick word on Game Overs... there are games that need the risk-and-reward mechanic that GO's bring, and there are games that don't... and among them, there are games that figure out a way to do the risk-and-reward thing through something other than "lose all progress and return to your last save file". Breath of Fire: Dragon Quarter used a "groundhog's day" type system that was an integral game mechanic unto itself. Recettear turned GO's into a New Game +. Pokemon used an effective (if too forgiving) Non Game Over mechanic that let you keep all your progress but cost half your money. Tales of the Abyss (and Skies of Arcadia, IIRC) allowed you to retry boss battles you lost (OR return to the Load Game menu).
If you're not doing anything unique, I think the best method is to allow saving anywhere as long as you're somewhere "safe" (e.g. towns), and either having sparse save points in dungeons or not having them at all. A "soft save" slot (that is, a file that's deleted as soon as it's loaded) is a really nice feature, too. One of my pet peeves in games is needing to leave the game running if I need to quickly leave the house for some reason, and having a soft save (that can be used anywhere) allows me to turn the game off and come back later, without affecting design or difficulty at all.
One important piece of advice I'd give to everyone: have a scripted option to save after the "cutscene" that leads into the dungeon's boss (or big event) plays, rather than before it. This has two huge benefits: you don't tip the player off about a Wham! Moment in advance of the scene, and if the player loses the fight, they don't have to watch the entire scene again (which is a pet peeve for nearly all players the world over). Of course, this also can lead to an unwinnable situation - so if losing that boss fight results in a GO, it would be smart to instruct the player to use different save files or at least give the player a way to, for example, exit the dungeon safely as they load their file after defeat.
EDIT: In response to the last few posts, there is only one person to blame if the player (without warning) finds themselves in an unwinnable situation in a traditional RPG, and that is the designer. It's a player's natural instinct to save when possible, and if it so happens that the player is now in a situation that they can't turn back from and can't survive, then you as the designer have screwed over your player. Why do this? The only time I can remember this happening to me was Evolution: Worlds, where I barely survived the dungeon (1/4 HP and one healing item), saved, and then was told I couldn't go back. I did manage to beat the boss after about fifteen attempts by manipulating its strategy and getting really lucky with "AI Roulette", but I consider this horrible game design because it's a very un-fun situation that feels unfair to most players.
TL;DR Version:
- Think about why you use Game Overs in the first place before you think about Save Points
- Allow saving anywhere that the risk-and-reward mechanics aren't at play (e.g. towns)
- Save points should be infrequent or unavailable where risk-and-reward mechanics ARE at play (e.g. dungeons)
- Implement a "soft save" feature if possible and allow it to be used anywhere
- Present the option to save after, not before, the big cutscene
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