Forum Discussion
Simply put, it's a fact: games should allow quick saves. As I mentioned elsewhere, we're not all kids on summer break - many of us have real life issues to deal with and you don't want to get up and leave in the middle of what might have been a good moment in the game, or after a hard fight that just hasn't saved. What I'd like to understand is what were the developers thinking in removing it (or not adding it)? What was the justification for not having it?
Long ago, a game came out called Star Control. It was wonderful and part 2 only improved exponentially on a good thing. So when part three was announced, we fans couldn't wait. But what came out was an unpolished piece of dung. After all these years, a company with such a history of producing games like EA, should know: take the extra time, postpone a week or a month, but release QUALITY. Keep the name strong and then there can be part 2's and 3's... I want more Mass Effect in the future, but the number of complaints I've been reading make me wonder about the future of the franchise!
@Rassilon6 wrote:
Simply put, it's a fact: games should allow quick saves. As I mentioned elsewhere, we're not all kids on summer break - many of us have real life issues to deal with....
That's another argument, but myself I will admit it's not totally incoherent to have a short section defining a challenge without save. If it's jumps and platform like I just never buy the game, if it's some combats it's ok. But do that just for some short sections with combats is close to impossible with an area you don't want it is a corridor. There was a choice to do, corridor and short section with mainly combats and savepoints, or areas more open and less linear with mixing exploration and combats and then allowing manual save.
The awful side effect of those savepoints is to include large exploration parts and large story parts, that are mainly enjoyment and not challenge. Just redo a combat lost is fun particularly with the combat system of the game generating a lot of variations. But just redo large story parts and large exploration parts is boredom and has no link to any challenge design that could add savepoints.
- ApprovedAnonymous9 years ago
I follow your rationale.
Here's another issue I take with games: Cutscenes. I absolutely think they should be un-skippable once but every subsequent time, one should be able to bypass them. One of the recent games I've played, I died repeatedly after a cutscene launches you into battle. Every time I died, I had to re-watch the same accursed thing. Being able to save after the cut-scene or bypass it after one viewing would have alleviated a lot of stress.
Still, this is just a pet peeve of mine. As for Mass Effect, I still love the style of game, but really hope they work out some of the little glitches. Especially those stopping me progressing!
Thanks!
- ApprovedAnonymous9 years ago
@Rassilon6 wrote:
I follow your rationale.
Here's another issue I take with games: Cutscenes. I absolutely think they should be un-skippable once but every subsequent time, one should be able to bypass them. One of the recent games I've played, I died repeatedly after a cutscene launches you into battle. Every time I died, I had to re-watch the same accursed thing. Being able to save after the cut-scene or bypass it after one viewing would have alleviated a lot of stress.
Still, this is just a pet peeve of mine. As for Mass Effect, I still love the style of game, but really hope they work out some of the little glitches. Especially those stopping me progressing!
Thanks!
An aside and OT, I actually left GTAIV because of the lack of checkpoints (thank god GTAV changed it finally with very frequent ones). There was a mission where you had to drive all the way across town, then do a pretty easy part, and then at the end, the "difficult" part, a shootout. After the third time I failed it, meaning like 3/4 of an hour, I literally quit and unistalled the game immediately. Developers should understand that people have a life and should give us all the tools necessary to make us waste as little time as possible of those lives. That means saving as much as we want, or frequent checkpoints during scripted missions if they prefer especially just before difficult sections, and the possibility to always cut cutscenes and dialogues when you've already seen it once.
- ApprovedAnonymous9 years ago
@Rassilon6 wrote:
I follow your rationale.
Here's another issue I take with games: Cutscenes. I absolutely think they should be un-skippable once but every subsequent time, one should be able to bypass them. One of the recent games I've played, I died repeatedly after a cutscene launches you into battle. Every time I died, I had to re-watch the same accursed thing. Being able to save after the cut-scene or bypass it after one viewing would have alleviated a lot of stress.
Still, this is just a pet peeve of mine. As for Mass Effect, I still love the style of game, but really hope they work out some of the little glitches. Especially those stopping me progressing!
Thanks!
Yeah, that's a nightmare when that happes. An aside and OT, I actually left GTAIV because of the lack of checkpoints (thank god GTAV changed it finally with very frequent ones). There was a mission where you had to drive all the way across town, then do a pretty easy part, and then at the end, the "difficult" part, a shootout. After the third time I failed it, meaning like 3/4 of an hour, I literally quit and unistalled the game immediately. Developers should understand that people have a life and should give us all the tools necessary to make us waste as little time as possible of those lives. That means saving as much as we want, or frequent checkpoints during scripted missions if they prefer especially just before difficult sections, and the possibility to always cut cutscenes and dialogues when you've already seen it once.
- ApprovedAnonymous9 years ago
Totally agree on that cases, cutscene too and dialog chains should never been included with some combats in a savepoints section. The Witcher 1 is quite good but had some awful cases like that.
About the trick to save by switching profile, it didn't work through UI, and no idea what is the F shortcut to cycle through profiles. But with M&K with 4 shortkeys, one for each profile you want, change profile was generating the save icon at bottom right. Alas I finished the section without saves without to check if it was just an icon shown or if a save was really generated. I'll check at next section like that.