Hiikaru
Run.
- Pronoun
- he
Sometimes there are save points, and sometimes you can just go into the menu at any time and click the diary button.
I guess the type depends on the game. For the Mario games, as the developer stated in an interview, the lack of saves points removes the frustration of playing the same part repeatedly and the repetition of entire levels improves your skill at the game (as opposed to your skill at jumping over a particular gap or defeating a particular enemy). It is frustrating when you have to go too long without saving, but this is mostly avoided by going back and beating an easier castle, or blowing up a new star, or bringing your friends with you.
For a lot of RPGs it's really convenient to just be able to save whenever you want, but even if you can't, you can usually just run back to a save point now that all the traps/monsters are defeated or disabled.
There are some games where save points are a big issue, though. I've been playing Ace Attorney for the past few days and when you lose a case you have to go all the way back to the beginning of the case. And it's not like a Mario game or even a Pokemon game where there's something to do again if you lose. There are no puzzles to re-examine or jumps to perfect; if you lose a case, you just have to sit there for several minutes pressing the A button until you get back to where you were. It isn't challenging or interesting, just really really tedious. I guess it forces you to actually figure out the clues instead of save scumming and trying every option, but when you do lose...
But then sometimes when you can save whenever you want, you save before something annoying and end up spending several weeks tossing Pokeballs at Lugia or refreshing for a cute baby.
What are some other examples of games with useful or annoying saving options? Which kind is your favorite?
How do you feel about saving?
I guess the type depends on the game. For the Mario games, as the developer stated in an interview, the lack of saves points removes the frustration of playing the same part repeatedly and the repetition of entire levels improves your skill at the game (as opposed to your skill at jumping over a particular gap or defeating a particular enemy). It is frustrating when you have to go too long without saving, but this is mostly avoided by going back and beating an easier castle, or blowing up a new star, or bringing your friends with you.
For a lot of RPGs it's really convenient to just be able to save whenever you want, but even if you can't, you can usually just run back to a save point now that all the traps/monsters are defeated or disabled.
There are some games where save points are a big issue, though. I've been playing Ace Attorney for the past few days and when you lose a case you have to go all the way back to the beginning of the case. And it's not like a Mario game or even a Pokemon game where there's something to do again if you lose. There are no puzzles to re-examine or jumps to perfect; if you lose a case, you just have to sit there for several minutes pressing the A button until you get back to where you were. It isn't challenging or interesting, just really really tedious. I guess it forces you to actually figure out the clues instead of save scumming and trying every option, but when you do lose...
But then sometimes when you can save whenever you want, you save before something annoying and end up spending several weeks tossing Pokeballs at Lugia or refreshing for a cute baby.
What are some other examples of games with useful or annoying saving options? Which kind is your favorite?
How do you feel about saving?