68972a No.15790983
How do you think death and/or failure should be handled? Should the player have unlimited chances at continuing at a certain point like in Doom or have a limited number of lives like in Mario?
762631 No.15790989
back to previous save point/check point, remove quick saves from existence as they are only for casuals
870224 No.15790997
Having limited lives doesn't make sense unless it's a permanent restart if you run out. Checkpoints and unlimited lives but handicaps every time you die are the only sensible routes to go.
672a80 No.15791023
Unlimited continues for the exact level and checkpoint you're at. Checkpoints are fine as long as they're sparse.
No game overs, we're not playing fucking arcades anymore, nor do we have all the time in the world as we did when we were kids.
No permanent changes to the game save when you die, it's way too forced a consequence and makes the effort to not die a chore rather than a self-imposed challenge.
457f0e No.15791025
I think that the games saves your progress every 5 seconds is kinda shit. it should be a reward for defeating every enemy in the zone or reaching a really far place, kinda like halo. but it would be great see more experimenting with the concept, like limited amount of saves like on resident evil 2 or limited lifes but also winning them for certain kind of things.
addf2c No.15791032
>>15790983
Like with most things, there's no one-size-fits-all solution. It really depends on the type of game.
7be23e No.15791037
Anons always seem to praise quick saves, but they are some bullshit let me tell you. With quick saves, how the fuck am I supposed to know what's a reasonable spot to save if I don't know what's a ahead? Obviously the game's creator would know better than me what dangers are ahead. If I save frequently, I just end up feeling like I'm savescumming, it gets too easy and I just start to lose interest. If I don't save at all then I'm left to repeat very easy portions of the game that are just tedious, and I lose interest. But if I save infrequently, then I risk saving myself into a deathloop.
3d4761 No.15791039
Maybe don't have it if the game would support that. Just replace it with landing in jail or something like that. Sid Meier's Pirates did it well. But of course it wouldn't work in platformers and such.
0ac416 No.15791046
Why not leave it to player choice?
2b5445 No.15791051
One thing I hate is having to do a whole section and then a boss fight. It feels like a huge waste of time and it's frustrating having to get a boss's pattern down while also having to do another tedious run through a level. Then again I'm old now and way more of a casual so I just don't have the same amount of time to waste.
eed750 No.15791077
They should boot you back to your last save, but the games themselves should let you save anywhere, get rid of autosaves and checkpoints, if you lose hours of progress it's entirely your fault.
6030b9 No.15791078
I believe every time you die, a live bee should be released from the PC or console.
a201b8 No.15791084
>>15791078
Easily the best one tbh
eed750 No.15791092
>>15791078
Only if they supply you with said bees, i ain't paying for them.
68a3dc No.15791099
addf2c No.15791102
>>15791078
>easy mode releases flies
>normal mode releases bees
>hard mode releases wasps
I'm okay with this.
125467 No.15791105
Normal game ending given for a standard play through with saves/checkpoints while the true end is behind the ironmode and/or permadeath.
762631 No.15791109
>>15791046
because players will do anything they can to suck the fun out of a game
dc7ad1 No.15791130
>>15790983
It really depends on the game.
I like how EYE handled death as an unlikely (and eventually reversible) stat handicap and a 5 second time-out. But EYE's style of just poofing back to life wouldn't work in MGS, for example.
However, >>15791077 and >>15791078 are both fair and reasonable solutions for the majority of games.
7a5bac No.15791140
>>15790983
i have a saying that goes, if the player wants to cheat, let him, roguelikes and their like shouldnt bother protecting the gamefiles for permadeath, it only makes things worse for players that are just messing up whit the mechanics or when the game bugs and/or crashes.
ee9feb No.15791242
eed750 No.15791289
>>15791102
>dante must die mode: releases 3 wasps, and if you want to keep playing you have to catch them and put them back in the console, otherwise it locks up forever
68972a No.15791300
>>15791078
I'm OK with this.
307fbb No.15791354
>>15791078
What about handhelds? Should it release Fire Ants?
5c2d3d No.15791407
>>15790983
Depends entirely on the game and the tone the dev wants.
Roguelikes need single lives with the failure state being a complete reset of your stats/equipment and starting over from the 1st floor of the dungeon.
Limited stocks of lives were the BnB of Arcade games, but still have some use outside of suckering your coins because it gives the player a set number of times to complete a task and failure means starting over from the beginning usually.
Unlimited lives, but checkpoints favors slamming your head against a wall. Rolling saves + checkpoints is another way to do this as well. You can flavor this with other consequences like Demon Soul's does by taking half your health bar or other things.
c7e1b8 No.15791429
>>15790983
Depends on the game type.
Arcade action: Lives, continues, each can be earned by uncommon pickups/points/widgets
RPG: Load last save, or, divert the plot to acknowledge a non-fatal defeat to allow the player to recover, but lose money/equipment/experience from the failure.
Adventure: Far too easy to fall through the fucking geometry and die in modern adventure games, so checkpoint+save system is fine.
FPS: Depends on the realism level. From lowest to highest: Respawn posts, checkpoints, beginning of the level, beginning of the whole damn chapter, reload from a manual save or start the whole game over.
95e120 No.15791439
Unlimited lives, limited number of saves either implemented ingame or by the save system itself.
This is the perfect balance and goes with pretty much every game
440eb6 No.15791447
In Shin Megami Tensei If…, death brings you to the start of the dungeon but also changes what random stat boosts you get. Die against a boss, get good boosts. Kill a lot of enemies, get good boosts. If you're playing like ass and die to petty demons, you get almost no stat boosts.
90e6bc No.15791457
>>15790983
It really depends on the type of game, but I honestly think that dying can ruin games and that alternative punishments need to be introduced. For example, when you break into the JSDF building in Chaos Theory, guards will just knock you out because they want to interrogate you. Your punished, but you can still continue with your mission, but you don't because there's fucking quicksaving and I don't have the restraint to not use it. Changes like this with permadeath would make your unfortunate demise the conclusion to an epic journey rather than an annoyance.
90e6bc No.15793285
f9da2e No.15793320
>>15790983
If you die in the game, you die for real. Once you die - the game deletes itself from your hard drive, and it's wiped clean from your game library, thus you have to repurchase it again to get a second try.
f92d19 No.15793328
The opposite of King Crimson's ability: progress in everything except location is still intact. No real penalties besides forcing you to walk back if you died far away from a landmark.
Xenoblade Wii does this.
f92d19 No.15793336
>>15793320
So basically an arcade game for the modern era.
f9da2e No.15793380
>>15793336
No, it's a conventional game with at least hundred hours of content with forced cloud savestates on gameexit. Alt-f4 is treated as a special command that continues the gameplay for at least 10 seconds then tries to save&exit the usual way, if that's not possible then the game is forcefully closed. Any other way of exiting the game corrupts the game files and is treated as instant death on next launch of the program.
78078c No.15793985
>>15793380
Run it in a VM & just suspend+snapshot the machine state. Boom, unlimited tries
0772a0 No.15794477
>>15790983
every video game that lets you continue should have an in-game explanation of why, like in Prince of Persia where it's just the prince getting the story wrong
6489b4 No.15794505
>>15791078
>play video game with violence in it
>any time your character gets damaged, the pain is simulated on the player's body
>burns are actual burns, lava levels become EXTREMELY dangerous
>the player can't actually die, but would instead feel the excruciating pain of being stabbed in the heart or shot in the head
>player's legs can actually become crippled in real life from falling from heights in platformers
602fd9 No.15794522
I like the idea of a two layer difficulty mode.
Layer 1 is Lives vs No Lives. Basically making it so if you die with an extra life it lessens the penalty to one stage less than your chosen difficulty.
Layer 2 is the usual Easy Normal Hard. Easy is a minor penalty with lives basically being extra health, maybe like sent back to the last platform, health kit, a last stand thing, etc. Medium is you die and go back to the start of the level, or checkpoint in the level if you have lives on. Hard should be if you die with no lives entire wipe of the last biggest chunk of the game. So like an entire world in a platformer or reset the world to the last major gameplay event. With lives just like how medium is.
330bc5 No.15794542
You know, I've thought about loss way too much. Super Mario Bros., for example, has been described by Miyamoto something along the lines of "when you die you go back to the beginning". But even in the first game, beginning meant a lot of things. When you lose a single life, you either get sent back to the start of the level, or to an invisible checkpoint you passed at some point. Similarly if you get a Game Over, you either get sent back to the start of the game, or to the start of the world you were on if you use a code. Let's contrast this with Wario Land 2, where you can't die. You still get sent back and impeded by various tricks and traps, but it's not contextualized by death. Branching out, starting from the last save point is pretty common, and in JRPGs Dragon Quest popularized the concept of keeping all the EXP you got, but losing half your money and whatever items you used in the meantime. The Wonderful 101 lets you start over where you died, but docks your rank by a letter grade every time you do so, and as we all know Platinum games are really about the score. Then you have games like Yume Nikki where it seems like you can't really lose, and yet getting sent back to the waking world while you're balls deep in the dream world is about as big of a physical setback as getting a Game Over in Mario. In many arcade style games, it's really only a matter of time until you die. In Rogue-like games, losing is basically your practice and you need to get back into things quickly. I guess the question is what kind of experience do you want the player to have? And more importantly, what qualifies as a loss state?
60e30d No.15794550
i dont care that much, but if its a game where youre expected to die a whole lot keep the downtime low and definitely give the option to skip cutscenes or at least put the checkpoint after the cutscene.
537bd6 No.15794599
Depends on the kind of game really.
Where do you want the challenge in the game to lie? Do you want it to throw incredibly difficult obstacles at the player, on the grounds that the death penalty is lenient. Or do you want a punishing death penalty, on the grounds that the obstacles are leniant enough that the player can reasonably overcome them even when they are met with set-backs?
The thing to realise is there is such thing as a difficulty threshold, where the player will just run out of patience with the game. You can't just go "every aspect is really hard because it's a hardcore game for hardcore gamers such as myself!"
f9da2e No.15796578
>>15793985
Always online, the "removed from library" should have hinted at that.
ade35e No.15796586
The real answer is that it depends entirely on the game in question and everyone who doesn't take a wholistic approach to game design is a mouth breathing shithead
1ff8f6 No.15796599
>>15791046
The obesity epidemic is a very good example of why you don't leave it to "player choice". People, given the choice tend to always choose whatever is the most gratifying in the short term, even if it makes the experience less gratifying overall. Its your job as a dev to maximise fun by balancing this.
27d2fa No.15796604
>>15794477
>being a ludonarrative dissonance fag
ade35e No.15796619
>>15796599
The fundamental issue you're addressing is that some people playing your game will be smarter than others. A truly good game gives options to both. Usually the game will offer a satisfactory option with little practice and an excellent option with a substantial amount of practice or cunning. Most people call this a high skill ceiling. What you're proposing is to simply cater a game for retards.
675211 No.15796635
I delete my character when I die in an elder scrolls/fallout game.
675211 No.15796644
>>15790983
playing with unlimited lives and a save anywhere option makes the game pointless you can just brute force it no skill required no consideration ultimate normalfag-tier gaming
3bbfa4 No.15796822
It Depends
In hindsight I believe the Vita-Chambers in Bioshock or the reconstruction chambers in the System Shock games actually really fit the game. Normally with reloading a save you'd have to go through all the busywork of looting containers and bodies for resources again, which in itself isn't that fun to do over and over. It's just busywork. It makes more sense to be able to continue after death while having a minor punishment incurred so you don't have to go through all that shit again.
But because it's possible to reload saves and try to redo something perfectly an infinite amount of times, most people find it more preferable to spend their time retrying a situation over risking a long-term loss of resources and living with their mistakes. Even though the latter provides more interesting gameplay opportunities and long-term decision making as opposed to trying to brute-force perfectionism. Prey: Mooncrash showed how much design issues inherent to these type of games just evaporated when the ability to savescum was removed (in favor of permadeath).
dbb61b No.15796841
>>15791023
Most cringe worthy post of the day
e0f9e0 No.15796884
should be made so you have an opportunity to reverse it before it happens always and should always be more players own fault not game design failure
f51b27 No.15796972
I think a restart to the beginning of the level Doom style should be standard. Maybe to make it a little less hard on the player, have some sort of comeback mechanic that adjusts itself to the difficulty level.
>Easy is almost everyone could get it
>Normal is missable but not reliably so
>Hard is flat out a few fractions of a second
>Very hard is that you dont have it at all
>>15794505
>any time your character gets damaged, the pain is simulated on the player's body
<player's legs can actually become crippled in real life from falling from heights in platformers
You wanna draw that sentence out?
732a0e No.15797167
In what genre OP? I don't think one system of saving should apply to every game. For instance I like save points with no lives in horror games because they punish you for fucking up when your reckless, but in an action platformer save points break the pace of the game and are annoying, so I'd much rather perfer a life system that immediately lets you continue from a checkpoint if you have any lives. It's game design 101.
c89a80 No.15797303
>>15790983
Depends on how you design your game. In games like roguelikes or bullet hell or similar, the individual challenge tends to be rather easy and the game would get laughably trivial if you could just quicksave. It's the compound difficulty that brings the challenge. Games like RPGs, however, are built around (assuming they aren't shit) giving you challenged that are difficult on their own and for which a compound difficulty would be simply ridiculous. You aren't expected to clear each challenge on the same try, rather it's expected that you'll fail the challenge several times before you git gud and manage to overcome it, after which you're allowed to save. Often, you then get to repeat the same challenge many times, as most encounters aren't bosses but regular enemies, which (in a well designed game, unlike modern AAA shit) should all offer serious challenge if you don't pay attention or underestimate them. Things like learning their movesets, deciding which ones to block and which ones to dodge, equipping the correct gear, choosing the right terrain, etc. You cannot obtain this knowledge without failing several times first, and even after you do learn their weakspots, you're liable to fuck up and get wrecked. Doing a compound difficulty in such a game would be ludicrous – you'd be getting your shit pushed in literally all the time, being forced to retread the same paths and fight the same enemies over and over. The game would become a tedious bore. It would not be an enjoyable experience. The only exception to this is that saves should be disabled during fights, so that you cannot cheese through parts where compound difficulty is actually intended, such as encountering a group of enemies – if you could save mid-battle every time you killed one, you'd bypass the actual intended difficulty.
8120bb No.15797313
I like dark souls
Death
And checkpoints
Worst save system is elder scrolls cuz of cheesing
3f0617 No.15797323
>>15791102
>Extreme mode: game releases mosquitoes with Malaria
e1f7de No.15797329
>>15790989
THIS
quick saving is for save scumming faggots and if you willingly use it in any game you are shit
000000 No.15797341
>>15790983
Fuck off with your market research.
a863fc No.15801592
>>15791102
>normal
>lose over and over
>bee bros fill house up
>get them plenty of flowers and lots of boxes to live in
>house smells GREAT
>bee bros make you delicious honey
>hard
>lose once
>wasps emerge
>they immediately swarm your hamster, inject its brain with poison and haul it off under your bed and plant larvae in its still-living zombie body
>then they swarm your dog and kill it for seemingly no reason
>then they fuck your shit up, and when you're lying on your couch foaming out of your mouth they fuck off out of your window and proceed to hunt innocent bees
wasps
not even ONCE.
3059ac No.15802714
YouTube embed. Click thumbnail to play.
You should be able to get life insurance
4d14f6 No.15803138
Would be nice if there were a choice, tied to difficulty maybe. Easy lets you save scum, normal allows checkpoints, hard restarts the level and the top difficulty is permadeath/total game reset/limited lives to maybe compensate.
4c3dba No.15804401
>>15791102
easy mode should release moths
b8f206 No.15804408
>>15791025
I always love when games add limited saves as part of a Hard mode, but would like it more if it was an actual central mechanic like RE had - save rooms were safe places where you could catch your breath, reorganize and plan your next move, which added to the overall atmosphere
8876c5 No.15804412
>>15794505
The keyboard/ controller should zap you everytime you take damage
4d14f6 No.15805007
How about upon every failure, Tyrone comes over to fuck your wife/gf/sister/mother?
307fbb No.15805016
>>15805007
>Tyrone comes over to fuck your wife/gf/sister/mother?
>wife/gf/sister/mother
Don't expect everyone else to have the same fucked up family life as you.
179aa9 No.15805078
>>15791078
I would die on purpose.
bb7cb8 No.15805106
if you die in some horror game or a stealth game you have to restart the entire game with saves only after you complete a mission in the stealth game and the horror game uses savepoints when entering or exiting an area
most other games should have limited amount of lives and the game restarting the level and once the lives run out you die permanently adn have to restart the game
5ba1ca No.15805120
>>15805106
>That webm
Get better reflexes.
134f97 No.15805187
>>15805106
>not checking your corners
The hell you're trapped in is of your own creation.
bb7cb8 No.15805214
>>15805187
>>15805120
thats not me tho, i havent played serious sam in years, is it any good? last time i heard of the series was because of that giant red invincible scorpion
32f1c3 No.15805226
>>15805120
>reflexes
nigger that has nothing to do with it
running around a corner sideways gets you killed.
e4ae4f No.15805254
The latter. Limited lives/retries are an essential aspect of action pacing. While I respect the things that Doom did right, I think it has always been guilty of leading the singleplayer FPS genre down the path of bad pacing and lower-quality action design because it's easier to ignore bad level design when the player only has to deal with it once. Descent had the right idea in retaining extra live which you get from points; it just didn't really implement the points system all that great and suffered from the same save-and-reload-anywhere exploit as Doom.
1e5048 No.15805270
>>15796599
The food industry filling 99% of food with sugar, fucked up wheat, and all manner of poison is more responsible for that. They make food as addictive and unhealthy as possible, often while falsely marketing them as healthy. People do have a say in what they eat, but a lot of the times they may not even realize what they are eating is terrible for them. I know what you are getting at, but I don't think that is a great example. Polite sage for off topic.
c5f242 No.15805888
>>15796599
The cost of every type of raw or packaged food has more than tripled in the last twenty years, while the prices on every fast-food dollar menu has remained the same. Meanwhile, wages have only increased maybe 50% at most from back then, and people have to work two jobs so have no time to scratch their ass, much less make their own meals.
People don't choose their diet; society chooses it for them. They can either eat shitty foods, or eat NOTHING.
e5faae No.15805903
You die once and the disk flips out of your console and spontaneously combusts on the floor.
7b0b18 No.15806688
>>15797329
>>15790989
Auto saves are for consoles because nip retards don't understand the concept of a computer.
2c1a07 No.15806699
>>15791102
>wasps
>not asian giant hornets
2c1a07 No.15806718
>>15805888
>People don't choose their diet; society chooses it for them. They can either eat shitty foods, or eat NOTHING.
eat the kikes, food war now.
87a9b1 No.15806863
>>15796841
Get that cock out of your mouth, shortbus.