Nice blog, you're off to a good start.
With saves, there's always gotta be some balance between challenge, frustration and allowing a gamer to play the way they want to play. What works for some people wont work or be as much fun for others. The single save for the first Dead Rising comes to mind for where this can be less than ideal.
Like you, i can see the potential of having permanent death and risking all of your progress while playing but i think so far it works best when you can choose to do this on your own terms and its not forced on you. Otherwise it can be far too easy to frustrate the majority of players and risk them missing out on the game altogether. For example i think Dead Space 2 had permanent death enabled on the extreme difficulty and also provided a really cool reward if you completed it which could also be carried over to the rest of the game.
One really interesting sample where its possible to completely remove all of your save games and progress as part of the game was a japanese action RPG published last year called Nier. I vaguely remember a front page blog discussing this as well from a while back, but i only just recently finished it so its fresh in my mind. In the game there are optional endings, and one of the last possible of these results in the entirety of your progress being wiped (except for achievements/trophies) effectively forcing you to start over if you want to keep playing. This choice is entirely appropriate in the context of the story and even helps provide a personal attachment to what is going on in the story. Not only will the characters in game be sacrificing their experiences but in a way you will be as well. Its the only time a game has ever offered me the option to do such a thing and it truly boggles the mind when considering just how much more creative the possibilities of save states and 'death' could truly be.
All just food for thought.
With saves, there's always gotta be some balance between challenge, frustration and allowing a gamer to play the way they want to play. What works for some people wont work or be as much fun for others. The single save for the first Dead Rising comes to mind for where this can be less than ideal.
Like you, i can see the potential of having permanent death and risking all of your progress while playing but i think so far it works best when you can choose to do this on your own terms and its not forced on you. Otherwise it can be far too easy to frustrate the majority of players and risk them missing out on the game altogether. For example i think Dead Space 2 had permanent death enabled on the extreme difficulty and also provided a really cool reward if you completed it which could also be carried over to the rest of the game.
One really interesting sample where its possible to completely remove all of your save games and progress as part of the game was a japanese action RPG published last year called Nier. I vaguely remember a front page blog discussing this as well from a while back, but i only just recently finished it so its fresh in my mind. In the game there are optional endings, and one of the last possible of these results in the entirety of your progress being wiped (except for achievements/trophies) effectively forcing you to start over if you want to keep playing. This choice is entirely appropriate in the context of the story and even helps provide a personal attachment to what is going on in the story. Not only will the characters in game be sacrificing their experiences but in a way you will be as well. Its the only time a game has ever offered me the option to do such a thing and it truly boggles the mind when considering just how much more creative the possibilities of save states and 'death' could truly be.
All just food for thought.
In my PC days, I was OBSESSED with quick-saving, so much so that I was often more worried about finding full health/armor so I could save my game again than I was about having fun and playing the game. (Can't save with anything less than 100%, after all!)
Checkpoints, while annoying at times, have actually made games more fun for me, since they allow me to focus on the game itself rather than just getting through the next fight so I could save again.
Nice blog!
Checkpoints, while annoying at times, have actually made games more fun for me, since they allow me to focus on the game itself rather than just getting through the next fight so I could save again.
Nice blog!
Thanks for the comments / encouragement! I never knew that about Nier, that kind of thing is exactly what I find most interesting - saving and game files used in interesting and direct ways, as part of the experience rather than just a mechanic. I meant to mention the Ink Ribbons from Resident Evil, having a set amount in the whole game effectively limiting the amount of saves a player could make in an entire playthrough. Also, Mr Andy Dixon, I definitely know that feeling! Beat the boss, but at 95hp? I can do better....F9

surf dtoid with 

Rising (10+)
People you follow

send message
follow
followers






