
| Game Save Systems |
|
|
|
| Friday, 19 June 2009 09:37 |
|
I remember the days of original Nintendo where save points were almost nonexistent. You were occasionally lucky and got a game where you would get passwords at certain points in the game that you could later use to skip all of the stuff you'd already finished. Or, if you were a horrible non-environmentalist like me when I was a child (and kind of still am...), you simply left your console on for days on end so that you wouldn't have to repeat the menial or the super difficult. As the years went on, the checkpoint was eventually introduced. At the time, we were extremely grateful for this. Once you reached your checkpoint, you could safely exit the gaming knowing that you would be at that exact point when you started the game back up. And eventually, we got to the point where we could choose when to save. There are, understandably, stipulations: you can not save while in combat or in certain areas. So why is it that game developers still opt for the checkpoint save system? Is it key to their game design? Is it indicative of a slightly lazy team? I don't want to necessarily harp on teams that make this kind of design choice for their game, but it had better be well implemented and justified. Without a doubt, a checkpoint save system amps up your difficulty. Why is that? You have to be a lot more careful with the decisions you make, knowing that the time spent between the last checkpoint and where you are currently situated will have to be repeated. Because of this, a tough situation seems even more daunting. You are facing possible frustration along with the need to remember what you did wrong at that point while remembering what you did right leading up to this point. When you're facing 15-20minutes of gameplay between checkpoints, this can make it extremely difficult, especially for individuals who don't play a game that often. Here's what I mean. You start up your game and play from your last checkpoint. You repeat 15 minutes of gameplay about 3 times because you can't quite figure out how to get past a certain enemy or puzzle. This has just wasted roughly 45 minutes (+ loading times) of your gaming time. You get frustrated and turn off the game. You return to it about a week later, but you can't quite remember what you did in those first 15 minutes of gameplay, so it takes you a while to then get yourself to that frustrating point you initially had given up on. Now here is my question for all developers that choose to use a checkpoint save system. Would our experience in playing the game be undermined by a more modern save system in which we choose when to save? Or is having to repeat the same 15 minutes over and over again really the experience you wanted to achieve? [sarcasm]Oh, that's right. We were supposed to get it all right the first time.[/sarcasm] What do you think? Are checkpoint save systems ever justified? Are they necessary for linear gameplay? Or perhaps you believe that we should go back to having no saves? ;) |
I wish I knew where I was supposed to go or what I'm supposed to do in Star Ocean: Til the End of Time. I'll occasionally throw it in the PS2 and fire it up only to run around aimlessly for an hour engaging in random encounters and visiting towns where the inhabitants stare at me blankly and wonder why I won't leave them alone.
creative dicoco
creative cesario
We want to wow gold win, wow gold but the wow gold us most important wow gold us thing wow gold eu is to win wow gold eu in the power leveling future power leveling, Ovechkin wow gold said wow gold. Right now wow gold us we keep wow gold us winning, but wow gold eu we're wow gold eu thinking about power leveling the playoffs power leveling and wow gold what we wow gold have to wow gold us do to be wow gold us better in wow gold eu the playoffs wow gold eu. The Capitals power leveling also matched power leveling the franchise wow gold record of wow gold 10 consecutive wow gold us home victories wow gold us in a wow gold eu half-empty wow gold eu Verizon Center. The power leveling game was power leveling announced wow gold us as a sellout wow gold us, but many wow gold eu fans stayed wow gold eu home because power leveling a snowstorm power leveling slammed the nation's capital.
eyeglasses online
prescription eyeglasses
cheap eyeglasses
full frame eyewear
semi-rimless eyewear
rimless eyewear
full-frame glasses
semi-rimless glasses
rimless glasses
classic glasses
retro glasses
fashion glasses
designer glasses
metal glasses
titanium glasses
plastic glasses
discounted coach purses
pink coach purse
replica handbags
louis vuitton replica handbags
replica purses
Gucci Handbags
Prada Handbags
replica handbags
Replica Louis Vuitton
designer replica handbags
Louis Vuitton Handbags
Gucci handbags
Replica Handbags
Replica Purses
Designer Replica Handbags
Prada Handbags
Burberry Handbags
replica watches wholesale
replica watches
Hermes Handbags
Hermes Belts
Gucci Belts
omega watches
watchesfavor
lampsstock
lampsfocus
lighting-stock
lighting-trade
lighting-mall
furniture-commerce
furniture-biz
CHANEL HANDBAGS
REPLICA CHANEL
CHANEL BAGS
hi, it's vogue, thanks for your sharing
vogue
hi, it's vogue, thanks for your sharing
vogue
hi, it's vogue, thanks for your sharing
vogue
hi, it's vogue, thanks for your sharing
vogue
hi, it's vogue, thanks for your sharing
vogue
hi, it's vogue, thanks for your sharing