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Topic: Design of the safe-system

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Gimli

How do you like games save-system designed?

Personally I would like it, to be formed so it is "part of the game". Sort of the original Tomb Raider, where you could search after crystals? which could give a save-oppotunity. It was up to you to decide, where and when you would use the limited number of saves you had found. Meaning that the safe has some sort of "cost".

I have reasently played STEAMWORLD DIG 2, which in my opinion had one (and only one) very bad design-fault. Every time you die, the games continue, with only minimal "cost" (some of you mineing lots, dissapear). Because the game isn't very large, it means the game is completed to soon, to my likeing. I really wish this game would give you different save-systems to choose from. And One of them been, that you could find (lets say 20) special diamonds - each giving you a save-opportunity. This would make the gamer been more carefull when playing - and make the game last longer.

Graphics is only the cosmetic of gameplay

RR529

Limited saves sound awful and are one of the reasons I haven't tried out any of the Resident Evil games (I think some of them feature that kind of system, at least).

I'm a big fan of autosave, plus manual saving any time you want.

Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)

6ch6ris6

designing the save system as part of the gameplay is really cool, but it can lead to frustration, if it increases the difficulty too much.

for the least amount of frustration an automatic system plus manual saving is best.

Ryzen 5 2600
2x8GB DDR4 RAM 3000mhz
GTX 1060 6GB

Gimli

@6ch6ris6

This is the reason, I would like the ability to choose between different saving system. I don't know how difficult this is for the programmers. Logically it should be a possibility. I have never understand, that such a crucial game-element should be a demand.

Graphics is only the cosmetic of gameplay

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