NOT SAVING GIVING A BETTER REWARD?

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InfectionFiles
the world ends in whatever my makerscore currently is
4622
Actually if the item in question is something you can obtain normally like gold or a healing potion, etc then it shouldn't be a problem at all, for anyone.
You just get alittle extra for being badass.

If it is a rare/unique item then I can see why those people who can't play for more than 30 minutes might be sour.
Though if you enjoy the game it shouldn't be a problem.
Backwards_Cowboy
owned a Vita and WiiU. I know failure
1737
author=InfectionFiles
Actually if the item in question is something you can obtain normally like gold or a healing potion, etc then it shouldn't be a problem at all, for anyone.
You just get alittle extra for being badass.

Or bonus experience. Fire Emblem: Radiant Dawn had a level where the more senators you avoided killing, the more bonus experience you got at the end of the level. However, every senator had a valuable item in their inventory that was dropped upon death. In order to get the most experience, you had to miss out on several valuable items. It's not the exact same as having the no-save reward feature, but it's similar in the sense that you might piss a lot of people off.
Here's my suggestion to the TC:

If you can, try one of LockeZ's suggestions. Either allow soft saves or instead of disallowing saves, enforce them (allow separate saves between missions though.) Those ideas require scripting though while just disallowing saving can easily be done with events, so I understand if you opt for the simple solution.

The reward should be enough to make a difference, but shouldn't be something you cannot obtain by other means. The game should also be reasonable beatable even without the rewards and with no grinding.

Those who still object to the idea should not be considered part of the target audience. If you don't find that acceptable, abandon the idea.
Oh my god (or random powerful creator). I'm sad to say that I'm actually sticking to removing the whole idea (even though LockeZ suggestions were interesting). On another note, I'm wonderfully amazed at how big this whole discussion could get at the end. I've read all posts now and it's interesting to see how deep you can get down into a suggested concept. Yay for the theories of game design!
Anyhow, even though this thread contains a lot of really good advices, ideas and debating, I have to say it's a shame it all came down to naught since I removed the idea. However, it's kinda sad to see this discussion totally removed. :)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The great thing about the GD&T forum is you can start a discussion about your own game, but by the end of the first page it almost always becomes a much more general topic useful to a lot of people.
unity
You're magical to me.
12540
Totally. I can't tell you how many of these pages have helped me with my own design stuff.
I thought that was the purpose of this forum.
I get why you think this would be an interesting idea but in reality it would just be anger inducing don't do it.
author=LockeZ
I think I just got an aneurism from reading this. This is some unbelievably retarded ass logic.

If you don't think you have any better of an idea of how to make a game fun than any of your players, then stop making games. Stop. Right now. You just admitted you have no idea how to make them more fun than the player sitting there imagining things on his own. That is not okay. Uninstall RPG Maker, delete your account, close your browser, and join a monastery. You need to seriously reevaluate your life. If I were the admin of this website I would ban you; you should not be here and your presence is cancerous. I cannot even convey how strongly I feel about this.


I laughed so hard at this, I feel awful now lol

But yeah, this type of self-induced challenge COULD work depending on the game, but only for really short games. I really can't see it working for a 7-hourish game unless it's possible to speed-run through the whole thing. Either way, it'd have to be a damn good reward.
author=Rys
Shouldn't games just be fun for the players and not the developer enforcing them to play how he wants them to?



Yeah no.

I mean yes, a good developer is aware that gamers can and will have fun and exploit the game in their own ways, but a good developer knows that this is only within the confines of their own rules. People make games, or any sort of interactive entertainment, to make a statement. All games have rules, and if you can't play by those rules, find another game. As long as the game itself is well crafted within itself, people will enjoy it.
I don't really agree with that "Don't like it? Play something else!" stance.

Just recently I watched a presentation about the new golden age of board games and there one of the main reasons mentioned as to why board games are superior to video games was that people can easily change the rules in a way they (together with their friends) enjoy them the most, which is usually not possible in video games.
author=RyaReisender
Sorry, LockeZ, but I think your approach to game design is (in this case) completely wrong and with that attitude you will never be able to create a game that is actually fun for many players. Forcing your concepts onto players will not work, even if you are a good game designer as not all humans are the same. Some enjoy challenges, some want an easy game, some even have fun exploiting bugs to the max.

You really should have more trust in your players. Not everyone will exploit bugs to the max even if they could. Not everyone will use a cheat engine even when its directly included with the game.


Speaking as someone who usually will exploit pretty much every system the game lets me, I totally agree with LockeZ here. Not just as a matter of personal experience, as a matter of psychological research, there are ways to make people consistently enjoy themselves less by giving them more options. One of your jobs as a game designer is the ensure that your game is not full of these options that make the game less fun.

The linked essay explicitly mentions the applicability of this principle to video games, and in almost exactly this context. The option to make to cheat and circumvent the challenge is just the sort of thing which will harm the experience for a lot of players, whether they take it or not.
I've actually done this. What you guys aren't getting is that it isn't to penalize you, it's a reward. You play the game normally, you get the standard rewards for playing the game. But if you're going sort of marathon mode, and trying to play in a single sitting, what's wrong with rewarding such?

You can either do this:
  • By mission, checking to see if you've ever saved (probably uses Save Detector). If you haven't, each mission complete gets you richer and richer. If you have, rewards stop.
  • By mission, using individual "No" options concerning saves as a gauge whether to reward or not. If he's doing this, I can't see why you are complaining. You can save at any point, and it just risks that missions rewards. In fact, this is identical to the action points system of DnD, where continuing fighting without a rest gives action points.
  • You can have one major reward at the end of the game (requires both a Save Detector, and some sort of Game Plus mode). I gave some trophy that allows immunity to pretty much everything. Of course, the fact that you have to play a game with upwards of 90 hours between story and grind, might make things a bit difficult. I may want some sort of exp bonus for not saving, if people seriously try this.
author=RyaReisender
I don't really agree with that "Don't like it? Play something else!" stance.

What's the alternative? "I don't like it. Change it to suit my individual tastes"
Marrend
Guardian of the Description Thread
21806
I sometimes wonder if people think that this topic is about disabling saving all together? Which I don't think was supposed to be the case at all.
author=Rys
I don't really agree with that "Don't like it? Play something else!" stance.


as opposed to "don't like it? hold on let me change my creative vision and suck your dick to appeal to your mercurial tastes"

author=bulmabriefs144
I've actually done this. What you guys aren't getting is that it isn't to penalize you, it's a reward.


If the players feel like they're being penalized, then it really doesn't matter if it's intended to be a reward. In general, game designers try to put things into their games that they think will be fun. If they always succeeded, there would only be great games. Just because it's intended as a reward doesn't mean players won't find it harms their experience.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The only difference between a penalty and a reward is what the player expects.

Sometimes you can do things to manipulate what the player expects. In fact, something as simple as rainbow-colored text saying "BONUS!!!" that bounces up and down might actually be enough.

But sometimes you can't. Sometimes people expect things to happen because they happen in other games. The current trend in games is to be able to quit playing at any point without being penalized; people expect that in their games. If you don't give them that ability, it probably doesn't matter how well you present it. It will feel like a punishment to most of them.
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