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Should i add an autosave feature to my game? (not releasing the name, as I'm still working on the story and all that jazz.)
Naw. Just make saving possible everywhere. Autosave is not worth the effort.
Ok, I will leave that out of my project then, I thank you for your ever-wise advice, kentona.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
I like auto-save. It adds some sort of permanence to your actions. Just make sure you thoroughly test the game to make sure you don't somehow get stuck and end up saving your progress in an area where you can't go back (and lack the levels, health, or whatever to progress forward) if you need to.
Why not both? You can lose a player that forgets to save. He might never play your game again!
author=brandonabley link=topic=2622.msg48874#msg48874 date=1228343216
Why not both? You can lose a player that forgets to save. He might never play your game again!

Aha, but isn't that the punishment they recieve for being inattentive?

...No, I get it. If I was going to implement that into my game, I'd give them the option to choose between... or both, if that is preferable.
author=CherryBomb link=topic=2622.msg48885#msg48885 date=1228345174
Aha, but isn't that the punishment they recieve for being inattentive?
You should never punish your player.

I vote for autosave. Autosaves are awesome. But only if saving is nigh-instantaneous.

And don't let it overwrite saves they make themselves, because they might be keeping those saves for a specific reason.
I am more for having save anywhere option and then save notifications opening at specific spots (kinda like save points I guess, but a reminder on the screen. Think an RM gamew used to have a bright red WARNING you must save now!" bufore boss fights :P
Yeah i think you should. When i play a game i always like having the option to autosave.
I say give the player the option
I still say that you are better off to focus efforts on the actual game and use the built engine save design (ie- user must manually save).

Developement time is precious, and I feel that the time spent on making an autosave feature could get you better returns in the overall project if you devoted that time elsewhere.
If you feel your game has a sharp difficulty curve, then consider autosave.

Most of the time, if the game seems easy, the player will only save to take a break from the game rather than making sure he/she doesn't die. However if your game suddenly happens to have a huge spike in difficulty at one point, the player might make a huge mistake and not save. Whether or not you want to teach the player to save more often or not, is up to you. Of course this difficulty problem could be fixed by simply you know, tuning the difficulty yourself, but still.

Kinda like what kentona said, I think you should make this decision after you done an amount of work on the game you're making in order to make judgments of the difficulty and insert the autosave.
I dunno. If you want your game to be challenging, then I'd nix the auto-save. Auto-save nerfs difficulty many times, i.e. Half Life. Not fake difficulty, like insta-death or the like, but actual difficulty involving strategy and powerful opponents.
author=CherryBomb link=topic=2622.msg49176#msg49176 date=1228431094
I dunno. If you want your game to be challenging, then I'd nix the auto-save. Auto-save nerfs difficulty many times, i.e. Half Life. Not fake difficulty, like insta-death or the like, but actual difficulty involving strategy and powerful opponents.
Difficulty that arises from having to do the same thing over and over because you forgot to save or died after doing it right the first time because of some stupid mistake isn't difficulty that's worth preserving.
You should never punish your player.

I miss when games were actually hard. Isn't that philosophy limp dicked?
harmonic
It's like toothpicks against a tank
4142
author=Feldschlacht IV link=topic=2622.msg49247#msg49247 date=1228452241
You should never punish your player.

I miss when games were actually hard. Isn't that philosophy limp dicked?

/Agree. There's a difference between punishing and offering a challenge that is satisfying to overcome.

I realize the world is becoming a "I want it all, and I want it now, and I don't want to spend a cent or a second or a modicum of work to get it" kind of world, so whatev.
Not allowing your player to save after he's done something well isn't increasing difficulty. It's being obnoxious. True challenge doesn't rely on making the player lose for experimenting or for not finding a save point. And it doesn't come from punishing your player. It comes from making it difficult to get to the next point that you would WANT to save afterwards.

If adding the ability to save anywhere or having the game automatically preserve your progress eliminates challenge from your game, you don't have a challenging game, you just have a poorly made game.
You have a good point with

If adding the ability to save anywhere or having the game automatically preserve your progress eliminates challenge from your game, you don't have a challenging game, you just have a poorly made game.

considering that you can save anywhere in SaGa Frontier and that game can be hard as balls in a legitimately challenging and good way.
It is also worth mentioning that almost every single game made in the US has both an autosave slot and a separate manual save feature.
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