Moderator: Rangers
Smejki wrote:i really see no sense in creating features/settings/modes that force you some kind of restrictive gameplay which you can achieve yourself. Wanna 1 save slot? Use one. Wanna have only 1 death? Play it this way.
Please don't put extra burden on dev's shoulders just because you are unable to follow your chosen playstyle.
ThreePi wrote:Rob Zacny (writes for PC Gamer, Gamespy, hosts "Three Moves Ahead" podcast) wrote a great article in support of ironman modes and the damages of save scumming, its written from a strategy game perspective, but I feel its 100% applicable to an RPG like this.
http://pc.gamespy.com/articles/122/1223192p1.html
Strategy is different from most other genres. The outcome is not supposed to be predetermined. The player isn't "supposed" to win any more than you're supposed to win every time you play chess against someone else. That's why strategy games are so infinitely replayable: there is no script. If you make an incredible comeback, that's not just a plot twist. You did that.
Defeat is the price we pay for that freedom. You come to the final stages of a Civilization game and realize an AI faction is on track to win, and there's not a damn thing you can do.
ThreePi wrote:Well the difference is in the fail-states. In an RPG, maybe there shouldn't be be a straight up "game over." But the save scum issues that plague RTS games are still applicable to dialog choices, stealing/lockpicking, dodging traps, party death, etc. In an RPG you probably don't want a "You lose, start over from the begining" scenario, but that's just a design decision at that point.
paultakeda wrote:ThreePi wrote:Well the difference is in the fail-states. In an RPG, maybe there shouldn't be be a straight up "game over." But the save scum issues that plague RTS games are still applicable to dialog choices, stealing/lockpicking, dodging traps, party death, etc. In an RPG you probably don't want a "You lose, start over from the begining" scenario, but that's just a design decision at that point.
I would rather have people be able to abuse the save functionality by save scumming than spend the extra dev time to create a limited save mechanic.
ThreePi wrote:I just find save scumming a significant enough issue that I'd like to see it handled at the game design level rather than the player level.
Daza wrote:But why not have different play modes Ultra Hardcore, Hardcore, Normal, Easy. (But give them cooler names of course )
Hell Razor wrote:If the devs think that dealing with a dead char should be part of the game, I wouldn't be opposed to a plot that involves a certain point where one of your chars dying is a part of the story. Force me back to Ranger HQ to reroll a newb, or hire another NPC.
ThreePi wrote:I just find save scumming a significant enough issue that I'd like to see it handled at the game design level rather than the player level.
paultakeda wrote:ThreePi wrote:I just find save scumming a significant enough issue that I'd like to see it handled at the game design level rather than the player level.
That's the disagreement we will never see eye to eye on: I don't think it's a significant issue and would rather have resources devoted to game content.Daza wrote:But why not have different play modes Ultra Hardcore, Hardcore, Normal, Easy. (But give them cooler names of course )
If the game could accommodate everyone it will likely satisfy no one. There is a vision to the game that the designers want to achieve. As far as I am concerned, hardcore mode is an invention to drive sales. Games were made easier to be more accessible to the mainstream and hardcore mode was added to keep the appeal of the "hardcore" gamers who think games have been made too easy to make it accessible to the mainstream. It's a sad cycle.
Wasteland 2 is not a mainstream game. It's going to be hard. That's why it's billed as a classic hardcore RPG. You will not need a hardcore mode or any other mode.
But to repeat what I wrote earlier, tying difficulty to a save mechanic makes no sense. One is about the game, the other is about suspending game play because of real life. That people want to use that suspension mechanic to, in your eyes, "cheat" is an opinion. An opinion should not drive save game mechanics.
Daza wrote:Anyway i just hope with WL2 the saving mechanic will be a little bit more flexible in the form of options. The hardcore gamer would be angry if the middle of road approach was the only option, gamers who have limited playtime each day would be unhappy if they have to play late into the night before being able to save or have to restart the whole game because they lost a battle they couldn't avoid with wounded members. So i can't see how having different save option modes would be a bad thing. Especially if bonuses are given to players who play the default setting. Perhaps once a player who finishes the game on a custom save setting, decides to play with the default setting with by that time knows the ins and outs of the game and where things are and carrying over their characters if they want to.
Utxyle wrote:ThreePi wrote:I just find save scumming a significant enough issue that I'd like to see it handled at the game design level rather than the player level.
How does someone else save scumming on a single player RPG cause a "significant issue" for anyone? This isn't a competition, you're not leveling the playing field. Or are you some sort of save scumming addict and just can't help yourself? I think I'd respect that answer more than you telling me that my save scumming is a significant issue for you.
There's a bigger problem, however: strategy games don't work if players are fixing it so that every event works out in their favor. Not only will the ending be boring, as the combined effects of all their unnatural luck and skillful play slowly overpower the game balance, but this kind of behavior actually encourages lazier design. The types of designs that make cheaters of us all.
The danger with this approach is that players can no longer trust that they have been handed a fair challenge. When every scenario is the Kobayashi Maru, you start saving after every step until you find a winning solution, no matter how difficult it would be to pull off in a single continuous playthrough. That behavior doesn't just stop when we quit -- we take it with us into the next game we play.
Saves have always been a hard problem for PC games to solve, no matter the genre. But ultimately we need to stop playing as if victory is the only acceptable outcome, and we need games to stop reinforcing those bad habits with unfair challenges. When our response to the fortunes of war is to hit reset, we are might as well be playing a Call of Duty campaign.
Users browsing this forum: No registered users and 1 guest