NKDietrich
Supreme [H]ardness
- Joined
- Jul 25, 2004
- Messages
- 5,442
I think ultimately the people who are against quick save need to justify to the rest of us gamers who play games for fun, and not for a challenge, why our fun should seriously suffer to increase theirs, especially when their problem is internally generated from self control issues. Shouldn't you be the person to suffer from your own self control issues, why should the rest of us?
It would be like me saying we shouldn't have advanced lighting techniques in games because I have no self control over setting my video settings to max, and It becomes unplayable for me at that frame rate. It'd just completely and totally selfish for me to expect everyone else to not have a nicer looking game just because I have no self control.
First, no one is saying that.. well... at least I'm not saying that quick saves need to go out the door entirely. Have them on lower difficulty settings. Besides, it's not so much quick saving as it is unlimited saving whenever you want. Quick save just tends to drive people to hammer it more often. Also in some games it's not that big a deal (say, Skyrim) others (say,Hitman) are almost entirely trivialized by unlimited save-whenever.
Secondly, self control is a pretty piss poor argument because it's up to the game developer to set the challenges and limitations of the base game, not the player. Player-imposed limitations are not balanced for, or around, or accommodated in any way. If people feel that the difficulty curve of modern games is being harmed by a feature, it's up to the developers to see whether there's something they can do to fix it.
For example, telling someone to not use manual saves is all well and good, but if the developers designed the game assuming people were gonna be mashing quicksave every 30 seconds, they might not have put in very good checkpoints/save points.
For me, my concern is about the decreasing scope of challenge in gaming. There's rarely a situation anymore where I go back 15-20 minutes to an older save in order to do the last 15 minutes of the game better. In a modern game, if you fuck up, all you do is hide beyond a box for 10 seconds to regen your health/shields, or quickload if you die.
I miss the sort of gameplay we got in old RPGs with save points. Getting owned and then deciding to get one more level, or maybe fleeing from enemies to conserve resources. Not just rolling back 15 seconds over and over until you win. Again, I believe the scope of the challenge is important, not just its intrinsic moment-to-moment difficulty. There should be slightly protracted segments of gameplay that we are expected to keep our performance and skill up to par for the entire segment, not just for a few seconds at a time. But simply saying "Don't use the saves then!" doesn't work because the games haven't been designed to accommodate that playstyle. Another concern is that in a competitive game where results are compared between players, an even playing field is important. If that "even field" is calibrated to casual players, it becomes uninteresting for the more serious gamer.