The "General Games Chat" forum, which includes Retro Game Reviews, has been archived and is now read-only. You cannot post here or create a new thread or review on this forum.
1. Limited Saving- this is a viable option. To save you from having to do the whole level again the designers add a feature which means you can only save twice (or a low number of times) per level this means that people have to save appropriately and cannot rely on quicksave to get them through levels.
2. autosaving- This means you cannot quicksave and the game saves for you at certain points in each level after a suitable amount of progress.This means less monotomy whilst keeping the skill
3. Time delayed saving- Time delayed saving which is being used in the forth coming Project IGI 2, is where you have to give the game 5 seconds notice before it saves. This means you cannot just save in the middle of a fight but rather you must wait and be in a safe place.
4. Savepoints- Save points are as they sound: you must reach this location to save such as in resident evil with the type writers. This kind of saving is similar to autosaving but can be fairly irritating because you never know how far you must continue before you can discontinue playing.
Overall it think that normal quick saves can reduce the enjoyment and length of games especially with regards to shooters. I think the best solution is limited saving per level as this gives the player a chance to progress whilst still allowing skill and technique to show through.
I think Op Flash's save system is the best....
Is quicksave a gaming godsend or a tension eliminator?
Flashpoint and IGI are both very difficult to complete as levels are big and health pick-ups are sometimes at a premium.
Fighting through a huge level only to die near the end can be very frustrating, as you must restart the level from the beginning again (it happened to me loads in IGI).
Can this make you a better gamer, or is it just annoying?
Flashpoint does contain retry points and one save option per level, but still remains a very tension filled game where one hit can kill.
Quicksave can remove any tension and atmosphere from a game.
Example: in IGI, a huge snow-filled level.
I managed to clear the first baddie infested area, but ended up low on health.
I then climbed up to a look out point, only to see bigger baddie base further down the mountain.
So with my puny health level I managed to complete a very nervy and tension filled second half to the level, where one or two shots would have killed me.
An option to quicksave would have eliminated all that tension and danger.
Take Max Payne, Half-Life, RtCW and MoH;
Quicksave the game,
Run down a corridor, and wait outside the baddie infested room,
Run inside said room and get blown away by baddies (especially those shotgun toting baddies from Max Payne),
Reload and try section again & again & again till you get it right, always having that trusty quicksave button to fall back on.
It basically makes you invincible throughout the game, as you can retry sections as much as you want until you are happy with your performance. It make the games very simple and sometimes even monotonous.
This was most apparent in Max Payne, where villainous and extremely pugnacious henchmen would fill you full of lead before your “Bullet-Time” leap had ended.
In Half-Life, I eventually found myself quicksaving after every baddie, removing all the tension.
Don’t get me wrong though, these games are some of the best I have ever played in my long games playing career.
Quicksave can be useful to people who haven’t got loads of time to play games, so they can do small sections at a time, but doing that just loses coherence and atmosphere in a game.
I don’t really like having to start an entire level from the level from the beginning or keep quickloading when I muck up, so what’s the answer?
If I new that I would sell the idea to games developers and live it up as a playboy/bachelor.
But I would say Flashpoint’s save game system is the best, with set retry points and the one single save option to use a your disposal.
1. Limited Saving- this is a viable option. To save you from having to do the whole level again the designers add a feature which means you can only save twice (or a low number of times) per level this means that people have to save appropriately and cannot rely on quicksave to get them through levels.
2. autosaving- This means you cannot quicksave and the game saves for you at certain points in each level after a suitable amount of progress.This means less monotomy whilst keeping the skill
3. Time delayed saving- Time delayed saving which is being used in the forth coming Project IGI 2, is where you have to give the game 5 seconds notice before it saves. This means you cannot just save in the middle of a fight but rather you must wait and be in a safe place.
4. Savepoints- Save points are as they sound: you must reach this location to save such as in resident evil with the type writers. This kind of saving is similar to autosaving but can be fairly irritating because you never know how far you must continue before you can discontinue playing.
Overall it think that normal quick saves can reduce the enjoyment and length of games especially with regards to shooters. I think the best solution is limited saving per level as this gives the player a chance to progress whilst still allowing skill and technique to show through.