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Is the ability to save at any time a pro or a con?
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Is the ability to save at any time a pro or a con?
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>>318138042
A con.
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depends on game
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>>318138042
A massive con
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>>318138332
C'est toi le con
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Depends on game
It's only really a con if it allows manipulating RNG.
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>>318138042
definitely a con in most games
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Definitely a pro in vast majority of games.
If the ability to save ruins the games for you, you are a problem, not the game.
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Does it mean you can return to a previous save file and try again after you fail? A con.

Does it mean you can save your progress and go out and do important things like attend work or answer the door and not have to yell at your mom that you're almost at the save point? A pro.
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>>318138524
pleb
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It's a con in action-heavy games, like platformers and shooters, because it encourages save scumming. It's a pro in more strategic games like RPGs or puzzle games, where the ability to stop playing at any time is valuable.
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>>318138042
i dont really care, but having save stations sure is comfy as fuck
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>>318138042
A pro.
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Really depends on the game, I'd say that it's a con but most games have really badly placed checkpoints so it's hard to say. A game with good checkpoint placement probably wouldn't have quicksaving anyway, so usually if a game has quicksaving it's probably sparing you from their shitty autosave system.
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>>318138042
as is the case with most design desicions, it depends on if the rest of the game was designed around it
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https://www.youtube.com/watch?v=xt2uyDqbA-Q

There is literally N O T H I N G wrong with this video. Absolutely nothing. If you dislike save states, you're a purist turbonerd.
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>>318138042
A pro since you're not forced to use it
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>>318138595
>I don't have any self-restraint
>fucking games giving me options that I'm going to abuse because I'm a little shitter
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The dark souls system is a bitch, taking into account the difficulty of enemies and how little information you have before doing certain things, but it is fun in the end. If you could save it wouldn't be as much, probably.
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>>318138470
>>318138524
Now kiss
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>>318138042
Outside of a room/ small stage autosave progression system it's a pro.
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>>318138595
epic
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>>318138042
A con, because it means that the game intends to lead the player into the failure state (Game Over screens etc.) and, as we all know, it's a mistake on the developers part, not the gamer.

Games are meant to be fun, losing isn't fun.
Do the math.
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>>318139361
At first I thought that was rockcock64.
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>>318139395
That's a shitty argument
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>>318139665
you aren't funny
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>>318139736
It isn't though
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>>318138042
Depends on the game. A rougelike would be shit if you could save anywhere. A turn based RPG not so much.
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>>318139665
>>318138160
>>318138332
spotted the autists

>>318138378
>french scum
if only ISIS killed more of you fucking assholes
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>pcfags go on and on about how casual consolefags are
>pcfags use quicksave/quickload keys every 3 seconds

inb4 someone tries to deny that they never quicksave/quickload spam
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depends on the game, imagine any of the bug-ridden bethesda games without the ability to save at will?

the best way is to just have some self restraint, for example I never reload in games like total war or civilization, since reloading just kills the entire point of playing those games
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>>318138042
Absolutely non since it's up to you to use it how much or little you want. It doesn't affect players who don't want to use it and it's there for people who want to use it.

Only a true commie faggot would hate this kind of freedom.
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What games with save states should do is judge you for the amount of saves you used as you progress through the main story of the game.
You get rated lower if you save too much and you don't get to unlock as many goodies if you do.
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>>318139665
get outta here david cage you hack
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>>318138042
I'd be interested in a game that explored long-term effects of decisions (rather than short-term success) and a branching structure, made posible by the ability to save at any time and reload those saves
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>>318138042
It's like saying "shoulw dshooters allow to aim up?" It depends on the game. There are no microgameplay universals. Even such things as unresponsive and restricted controls can be beneficial in game design that incorporates them (i.e. Resident Evil tank controls).
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>>318139834
well when you're a consolefag and all your games are 4-hour long cinematic trash, there's no need for quicksaving or quickloading
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>>318138042
PCFags ruined gaming
Before PC:
>can only save at certain points
>save points scattered
>only reason why you save is that you get a game over when you die/ you have to quit playing
After PC:
>literally everywhere is a save point
>game automatically quick saves before and after every enemy encounter
>can quit at any time, no sort of agency since even if you die, you respawn in the same room
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>>318140526
Early console games (if that's what you mean by "before PC") didn't have a save function at all. Arcade games still don't have a save function for the most part, they just store highscores/etc. in RAM, which is wiped whenever it's shut down.
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>>318140526
baww
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>>318140526
Autosaves are a console thing dumbass
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Both.

Quicksaving can remove all challenge from a game; but it also allows you to make checkpoints for when you're attempting to do something really tricky (glitching through walls etc.)

Quick saves are a great idea, but they need to be nerfed in some way to prevent the player abusing them. The Hitman games did a good job at this by limiting the amount of saves you could make per mission.
Thread replies: 42
Thread images: 7

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