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Menu Savepoint or Fixed Savepoints?

I am here today with a small question regarding the save option of the game.
It is simple, really.
All I want to know from you guys is one thing:
What do you like more?
Please comment down below what you would like to see.

1. Menu Savepoint
Save through the menu, simple and easy.

2. Fixed Savepoints
Find tables with journals to save your game.

Posts

Pages: 1
unity
You're magical to me.
12540
I personally prefer just being able to save from the menu, as I don't always have long periods of time to sit down and play, and I don't have to worry about save points.
You can also give an option at the start of the game if players wants to save any time from the menu or should he save at save points.
Maybe menu savepoint at certain maps. Dungeon/Puzzle maps may have fixed savepoints, it can give some challenges to the player.
Marrend
Guardian of the Description Thread
21781
I'd tend toward saving through the menu, but, how often would save points occur if they were fixed?
I generally prefer menu saving, however, I've played some good games with save points conveniently located throughout the entire dungeon, and that's okay to.

And then I played one where a dungeon did not have a save point, was super long with puzzles and random encounters, and 45 minutes into the dungeon realized I was only about 1/2 way through and had to leave. Needless to say, I deleted that game and didn't look back.
Well, if I choose to implement savepoints then you won't have trouble finding one - no extreme long backtracking. Every huge chunk of the places you have to explore would get a savepoint and there would usually be one shortly before game changing things take place. (So that the player won't get frustrated because he has to do X ten times until he survives scene Y.)

What I want to reduce a bit by using savepoints is the fact that people generally tend to make countless saves if they need to choose one option over the other. The player needs to think about the choices they make without simply reloading another save if they suddenly decide "Nope, gotta pick option 1 instead!". A simply want the choices you make throughout the game to matter, because that is one of the main aspects the game features.
If you implement enough save points, it won't matter. The player won't have far to go back and reload a save point to try a different option. If you don't implement enough, you run the risk of frustrating a portion of your audience, especially if they are short on time.

Adding save points or not won't make a difference in this case. If you're trying to make choices matter in the game, the best way is to have those choices early on, but not show the results of those choices until much later. That way, if a player does something in the first hour of the game, when the 10th hour rolls around and they decide it was a bad choice, it's too late for them to reload and try again, unless they want to restart the whole game.
iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
Menu saves sounds about right for this kind of game.
If you wish to get rid of PC gamer whiners, then make Menu Save Point. If you wish to to be classic or atmospheric - make fixed ones. I prefers fixed ones, because you can make a lot of creativity with them.
And that tension while searching for the first save point in game ~
Well, now I'm really confused what exactly I should do. If it comes down to it I might actually do both - a version with fixed savepoints and one with a save feature in the menu.
Well, i've skimmed through the comments, and found that 4 prefer menu saves, 3 both, and 1 for fixed savepoints. I think you can get the idea of what people want with the game. You can also take noel_kriess's suggestion on letting the player decide which save method they want at the beginning of the game. :)

I hope you're doing well right now~
Wouldn't be great an automatic saving fixed no-return game, so that you can't come back and any decision you make is really important, like you can't return to see what would have happened if you hadn't got in time or something like that. I would anger the player (I would be angry, for example) but giving challenge to the game.
I don't exactly know how to make it. And since the chapters are quite long it would be more frustrating than fun in the end...
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