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Anime Your Unpopular Gaming Opinions

Odoryuk

Educated
Joined
Mar 26, 2024
Messages
101
Unlimited saving is the one feature I can't live without. It is necessary when you have a work / life balance that is tough to maintain and want to add some gaming into it. I never know when I'm going to be needed around the house or when I just drop tired and need to go to bed. "I know you're tired, don't worry, the next save point is 30 minutes away." Just no.
I can forgive the issue for old games though. I know what I'm getting into when I start them.

Another one I'll add ? Adjustable difficulty on the fly. "Just get good" is a mentality I don't have the time anymore for, considering most games are to never be replayed again I do not see any worth in the investment. As a result, if I can't adjust the difficultyid game, I'll go for easy because if I don't and hit a roadblock, well, this game is getting uninstalled. I do like my challenge andy difficulty which is why I always put the difficulty as high as I can but always with the fallback of being able to change it later if I just don't care enough.
Are there even modern games that won't let you save at all for a long amount of time? Limited saves feature is a spectrum. Most modern games actually save your progress all the time (FromSoft games, roguelikes, etc), the only limited thing is that you can't have multiple save slots, but if you have to get to your crying toddler in the middle of a playsession, you won't lose much progress, if any at all, by just turning the game off (good luck if you were fighting a boss in a FS game though). I thought that starving for save points was left in the past.
 

taxalot

I'm a spicy fellow.
Patron
Joined
Oct 28, 2010
Messages
9,731
Location
Your wallet.
Codex 2013 PC RPG Website of the Year, 2015
Unlimited saving is the one feature I can't live without. It is necessary when you have a work / life balance that is tough to maintain and want to add some gaming into it. I never know when I'm going to be needed around the house or when I just drop tired and need to go to bed. "I know you're tired, don't worry, the next save point is 30 minutes away." Just no.
I can forgive the issue for old games though. I know what I'm getting into when I start them.

Another one I'll add ? Adjustable difficulty on the fly. "Just get good" is a mentality I don't have the time anymore for, considering most games are to never be replayed again I do not see any worth in the investment. As a result, if I can't adjust the difficultyid game, I'll go for easy because if I don't and hit a roadblock, well, this game is getting uninstalled. I do like my challenge andy difficulty which is why I always put the difficulty as high as I can but always with the fallback of being able to change it later if I just don't care enough.
Are there even modern games that won't let you save at all for a long amount of time? Limited saves feature is a spectrum. Most modern games actually save your progress all the time (FromSoft games, roguelikes, etc), the only limited thing is that you can't have multiple save slots, but if you have to get to your crying toddler in the middle of a playsession, you won't lose much progress, if any at all, by just turning the game off (good luck if you were fighting a boss in a FS game though). I thought that starving for save points was left in the past.

I don't know. But there are definitely rare games that allow you to pick a difficulty when you start, and then fuck you if you picked the wrong although you have zero experience playing it and have no idea what you are sigining for exactly.

I haven't played the Souls game, but from what I hear, you save when you quit ? Like in roguelikes ? I'm fine with that compromise.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,316
Savescumming is my god given right and nobody will take it away from me! :argh:
I don't actually abuse saving that much and i don't really mind lack of unlimited saving as long as checkpoints don't have retarded placing tho.
Lately came to realise that i don't like games where savescumming feels like a necessity.
 
Last edited:

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,550
Just like with fast travel, once you give the players the option, it influences the design of the whole game.
Which is why Wizardry is the exact same game as the latest AAA open world game, and why video games have gone downhill since unlimited saving was introduced for nearly all games of note since the 1970s.
Ah this good old fashioned dumb as shit argument. Restricted save systems are desired for about 10 reasons, boiling down the problem into "just don't save" is smoothbrain comprehension of game design. I do restrict myself in games with unlimited saving. It is sub-optimal design, but I have to put up with it otherwise I would miss out on...well 80% of old PC games, some otherwise very good. Like the guy above says, it effects the whole game's design and not in a good way.
And you didn't think to mention those 10 reasons? Since someone else mentioned it, savescumming, if anything, makes the game harder for the dumbass abusing it. Trying to manipulate the RNG will work at first, but eventually they'll end up in a position where they just can't anymore. In an action game, the player will eventually end up with no ammo and health. Bad players will find a way to turn a good situation into an awful situation.
 

ind33d

Educated
Joined
Jun 23, 2020
Messages
991
Unlimited saving is the one feature I can't live without. It is necessary when you have a work / life balance that is tough to maintain and want to add some gaming into it. I never know when I'm going to be needed around the house or when I just drop tired and need to go to bed. "I know you're tired, don't worry, the next save point is 30 minutes away." Just no.
I can forgive the issue for old games though. I know what I'm getting into when I start them.

Another one I'll add ? Adjustable difficulty on the fly. "Just get good" is a mentality I don't have the time anymore for, considering most games are to never be replayed again I do not see any worth in the investment. As a result, if I can't adjust the difficulty of a game, I'll go for easy because if I don't and hit a roadblock, well, this game is getting uninstalled. I do like my challenge and difficulty which is why I always put the difficulty as high as I can but always with the fallback of being able to change it later if I just don't care enough.
i actually think every game would be better if it were like fallout 4 survival or iron man XCOM and players were not allowed to make manual saves. manual saving means the optimal strategy is to mash quicksave every six feet in case you get jumped. even starfield would be fun if you knew that dying meant you would lose your progress instead of just reloading to when you opened the door
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
7,702
i actually think every game would be better if it were like fallout 4 survival or iron man XCOM and players were not allowed to make manual saves. manual saving means the optimal strategy is to mash quicksave every six feet in case you get jumped. it's absolute misery
Fallout 4 wasn't designed around Survival. Apart from the game's propensity to crash if the player so much as drops the wrong inventory item, you can pretty trivially get fragged by an errant grenade or an exploding car and lose hours of progress. Compare that to early Wizardry which was actually designed around not being able to save in the dungeon. There is no Game Over; instead you just create a new party to go and rescue the old one, then get them resurrected at the Temple. The game also lets you skip floors as you get further into it, so you're not taking as much risk (and not consuming as many resources) to get to the bottom of the dungeon.

Limited saving systems can be fantastic, but it has to be central to the game's design.
 

ind33d

Educated
Joined
Jun 23, 2020
Messages
991
i actually think every game would be better if it were like fallout 4 survival or iron man XCOM and players were not allowed to make manual saves. manual saving means the optimal strategy is to mash quicksave every six feet in case you get jumped. it's absolute misery
Fallout 4 wasn't designed around Survival. Apart from the game's propensity to crash if the player so much as drops the wrong inventory item, you can pretty trivially get fragged by an errant grenade or an exploding car and lose hours of progress. Compare that to early Wizardry which was actually designed around not being able to save in the dungeon. There is no Game Over; instead you just create a new party to go and rescue the old one, then get them resurrected at the Temple. The game also lets you skip floors as you get further into it, so you're not taking as much risk (and not consuming as many resources) to get to the bottom of the dungeon.

Limited saving systems can be fantastic, but it has to be central to the game's design.
actually one great aspect of the steam deck nobody talks about is that if every game can suspend/resume, you theoretically don't need save games at all. saving is an antiquated concept from a bygone era. the only reason manual saving should exist is for bugtesting and modding
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,574
And you didn't think to mention those 10 reasons?

Nope. Falls on deaf ears/blind eyes, it would be a big post, and I just end up getting pissed me at the average gamer's level of stupidity regarding game design.
 

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