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<BOARD RULES>
[ /agdg/ | Mecha | Comics and Cartoons | Anime | Hentai Games | Contact ]

File: 1cef88abe99eb32⋯.png (723.34 KB, 818x628, 409:314, Fear_and_hunger_ending_A.PNG)

File: 89423b6cd2c6a4c⋯.jpg (5 KB, 259x194, 259:194, saves.jpg)

File: ba922e4451a003b⋯.jpeg (399.31 KB, 1024x1500, 256:375, 010.jpeg)

4da0a4  No.16926070[Last 50 Posts]

Saving,whether it's about saving scores or game data, has been a more or less vital part of videogames since near forever and some games have tried more unorthodox approaches to saves

>Koudelka

The default save system in the game involved your main character walking near holy water.Usually these save points were corrupted and required you to fight a boss to gain the right to use.Some of these bosses also gated significant story progressions behind them.

There were also Temporary save rooms that appeared quite often and were placed before boss encounters.

The interesting part is that if saved at specific times(mostly of the type of 1:11:11,2:22:22 etc), the game would add items and equipment if you loaded back.Most of those items broke the game,but others were surprisingly useless or mundane by the item standarts.

>Fear and Hunger

The save system seems somewhat tacked on,but the game also seems to be somewhat reliant on it in it's design of bosses.

Early in it's development the game didn't have save spots and required random drops to get the chance to save anywhere. Later on the dev put on a few beds, with the first save being free while every other one after that required a coin toss unless you beat the boss guarding it.It's inclusion was arbitrary and it somewhat undermined the purpose of making enemies punishing,but beatable without issue and removed a lot of the threat opponents provided.

In a later released Hard mode, saves were removed entirely and the later bosses were shown to be heavily reliant on RNG to not fuck you up your run.If a multi hit attack like a multi hit spell, a peck was aimed at you or multiple body parts decided to hit you,you were fucked.

BOF V Dragon Quarter:

On top of keeping track of the amount of saves and general efficiency, it also had you manage save tokens and also included a "SOL RESTORE" feature that allowed you to keep party EXP that could be assigned individually, as well as equipped items and stored items.

If one wanted to grind party EXP for NG+, one could park a save at the pre-last boss and constantly beat him to gain big amounts of Party EXP using the dragon mode quickly and efficiently allowing you to get everyone to a lategame level early and trivializing later encounters as well as fucking over the gimmick the bonus dungeon.

____________________________
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a4875a  No.16926351

>>16926070

Serious Sam keeps your last 10 quicksaves on file. For some reason other games with quicksaves don't do this.

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21aec9  No.16926356

Sonic Heroes for some reason has 99 save files.

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b7d189  No.16926358

>>16926070

>pic 3

Is that an underage girl?

MODS

RON GET IN HERE

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e57c82  No.16926362

Undertale

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e57c82  No.16926364

>>16926351

Last I checked Skyrim does this

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a4875a  No.16926368

>>16926364

Interesting. I didn't know that.

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e5048a  No.16926424

>>16926351

Pathfinder Kingmaker keeps your last 3 quicksaves and your last 3 autosaves for just in case

IIRC Jade Empire on PC keeps enumerating and keeps a theoretically infinite amount of quicksaves

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76e7ba  No.16926517

Wonder Trek uses feathers as consumable items you have to use to save, because you save by writing in your diary. It fits well with the survival aspect of it because save-item management becomes part of the game.

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e57c82  No.16926789

>>16926362

For those who somehow don't know you can't truly delete your save file unless you go into AppData in your PC. When you pick "new game" certain variables are saved before the save is overwritten, so the game will remember certain actions from previous playthroughs, and torment you if they were naughty.

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c41018  No.16926899

File: 1a475fc381a4ad9⋯.png (86.49 KB, 281x197, 281:197, no.png)

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470fdc  No.16927825

>>16926070

Nier erases your save files besides the system save to give you one special ending.

lol, just put it on usb

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d54167  No.16927867

Dead Rising. If you save from the menu your progress is lost and you have to start from the beginning, but you get to keep your stats up to that point.

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0c86e0  No.16927954

>kingdom come makes you use potions to save when you need to

>mandatory savepoints

>amazing game nonetheless

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b1a2df  No.16928242

File: 7c03b4891c213ad⋯.png (248.36 KB, 252x395, 252:395, ClipboardImage.png)

There was a game called Enemy Zero.

Something about a 7/10 chick surviving in a spacestation where all the alien enemies are invisible and you can only track them with a device that beeped in diferent tones according to their position.

Aka: their artist couldn't draw aliens to save his life.

It's a decent point and click game with a stressfull save system: you save by using an item in your inventory, sort of a sound recorder, and it has batteries.

Dificulty level sets the battery level, so on easy, you could save 9 times, normal was 5, hard was 3.

I'm not sure if you could find more batteries. Pretty sure that was it. The game was rather short too, so it didn't become annoying, but you did felt a drop of sweat coming down your eyebrow everytime you used it.

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c0631c  No.16928307

File: f7b68ae7ad04746⋯.jpg (63.7 KB, 1280x720, 16:9, maxresdefault_1_.jpg)

Katana Zero, in this game you take a drug called cronos wich allowes you to foresee the future, so there is no actual save system only crazy implications

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d3ed4a  No.16928499

>>16926070

How would any one ever figure that trick out in BOF V?

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1f415e  No.16929217

Can I mention Undertale's "hidden" savegame without assholes sperging out?

The game remembers things you do in a sub-savegame disregarding your regular savegame. So whatever your decisions are or were, characters will bring it up, especially the villain.

Killed a character during the last run? Villain will bring it up in the next run and taunt you.

Killed a character by accident and started a new game? Villain will mention you did exactly that and is like "You thought noone would notice?" It's really surprising at times into how much detail it gets.

It later turns out that the villain can save and load himself, deletes your savegame, and replaces it with one where you die. That part though was a bit stupid to me and reminded me of Eternal Darkness.

Other save systems coming to mind:

Tomb Raider 3 PC port devs were too lazy to remove the save points despite the save-from-menu option, so there's basically a completely useless save option in the game.

There is a game I forgot, which permanently kills you when you die, forcing you to re-install the game.

In Killer 7, there is a character appearing on the maps at different spots who saves your game… but only when she wears a maid outfit.

In The Evil Within 2, you save at coffee machines and drink a cup, which fully heals you and is very satisfying. The main character then comments how good the coffee is, or how disgusting the cup is because it's the only one around.

As far as I remember, in No More Heroes you save by taking a shit.

Eternal Darkness fake-deletes your savegame as one of the many hallucinations.

Siren Blood Curse and Until Dawn annoyingly save your decision globally, forcing you to do a full walkthrough for the ending/ reward you want. Meaning, if you are in Chapter 5 and screwed a puzzle up in Chapter 2, you can't return to Chapter 2, do the puzzle, and return to Chapter 5 to change the outcome. It won't remember the change unless you re-play the whole way from 2 to 5.

>>16927825

I might add, that shit happens when you answer a question. Means there is a 50/50 chance to accidently delete your savegame. What bullshit. To be fair though, the NPCs keep reminding you what your decisions may cause.

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55b66a  No.16929346

>>16929217

>Can I mention Undertale's "hidden" savegame without assholes sperging out?

no it already happened including the spergout >>16926899

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2da722  No.16929412

File: 9a113f4ed1e8c83⋯.jpg (1.94 MB, 3218x2146, 1609:1073, SLUS_20017_F_ALL.jpg)

>>16926070

Maximo: Ghosts to Glory has a whole side-economy and level select system I think is amazing and it's a shame it's direct sequel dropped it in favor of far less interesting choices while also improving on things GtG was lacking it.

There are 5 main hubs in the game with 4-5 levels within them. Each hub has a single save location that also acts as a teleporter to any other unlocked hubs. It costs 100 coins to perform either action. Not terribly expensive if you make sure to explore the stages and pick up some Koins. What's interesting is how driven the game is by purchasing your benefits, it extends to everything including continues.

The Hubs themselves gradually populate themselves with enemies so you can realistically die just trying to get from one level to the next although they never put too many, or too hard an enemy type within them. They also have small caches of money that will respawn every time you come back to the hub either from completing a level or teleporting to it. The hubs also contain powerups; both in the form of hidden chests, but also in the form of containers you pay to open that can contain extra lives, armor, health, etc. All of these also respawn so it's very real in some hubs like the Arctic stage that you will make the circuit to get an extra life, the hidden armor chest, and about 50+ Koins before going to another level.

On top of this you have collectibles in the form of Fairies and for every 40ish you collect you get a Death Koin which is exchanged when you run out of lives to Grimm, the friendly Reaper. He'll send you back with 3-5 lives (I forget) and you can continue. Thing is, Grimm will start to increase the number of Death Koins he'll ask for after your 2nd continue. Moving from 1 DK to 2DK and I never died more than that to figure out how high his rates will go, but presumably you could get a true game-over if you are that prone to failure.

There's even a cost to powerups. As the game gives you a limited number of spaces to store them and they disappear when you die. To combat this, you have the ability to "lock" powerups so that they will always remain in your ownership but you get a max of 7 across the game. Starting with 3 and gaining 1 additional slot for each boss you've defeated to a max of 4 more. Even the durability of your shield and sword buffs are limited resources and must be managed and refilled.

I love this game, just put an afternoon into beating it again since there's shit all else to do right now but it's great in how it keeps itself engaging beyond the platforming and combat. Shame the series never got it's 3rd entry and leaves itself unfinished.

>>16928499

That's one of the easier grinding locations to figure out. You can SOL Restore to the last save point you visited so if a player realizes they get a lot of party XP from an encounter they can grind that spot retarded. I remember the game resetting your inventory when you do, but giving you a couple save tokens. The real hard to figure out grinding spots are ones like the spot where there are respawning enemies you can defeat without even entering into combat with.

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1ee482  No.16929448

>>16928499

Its the final enemy of the game that even gives out experience and is preceded by both vendors and a save point. You don't need to restart even once to beat the whole game anyway, just the bonus dungeon.

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358663  No.16932529

File: 09c325c812d4c3d⋯.jpg (109.57 KB, 960x960, 1:1, critters.jpg)

I really wish there were games that kept track of how many times you loaded saves for a character/run.

For how defensive everyone gets over savescumming, saying "If you don't like abusing saves, just don't do it!", there's really no games where not savescumming is rewarded or doesn't feel more tedious than doing it. And even if you don't do it, you really can't prove it or brag about it without being called an autistic tryhard manchild by the same savescum fags.

>>16926517

That sounds neat, are there any more games with that system where it works well?

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07ba04  No.16932647

>>16926517

>>16932529

Resident Evil did this too with the typewriter ribbons.

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9e1d24  No.16932746

YouTube embed. Click thumbnail to play.

This is how you save your game in Kingdom Come: Deliverance.

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afb227  No.16932757

File: 2cc3a281c6c7b5e⋯.jpg (12.97 KB, 320x224, 10:7, Sephiroth_smug.jpg)

>Get to final boss in FF7

>Save before boss

<Didnt grind a kajillion hours to max level and full item inventory

>Watch 20 minute unskippable cut scene

>Sephiroth fight starts

SEPHIROTH SEPHIROTH

>He wipes my party

Reload save and start over from 20 minute unskippable cut scene

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464fdb  No.16932793

File: 7fcee645b6c406d⋯.jpg (107.8 KB, 1198x624, 599:312, waifu_achieves_CHIM.jpg)

>>16932529

Technically speaking, le funny skeleton man from Undertale comments on it when you re-do the run. Few games engage the CHIM, but there are some, though pseudo-savescumming is usually the entire point in those.

Tracking or avoiding savescumming directly is inherently difficult, though, because how are you going to track when a player's done something with the records that allow you to track what the player's done? Like anti-piracy, it's a zero sum game, even if you implement secondary or even tertiary saving systems, or, god forbid, require communicating with the server to track the actual amount of saves.

It really is better to just design the game in a way that incentivizes continuing, or where you don't lose enough progress to bother savescumming.

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449445  No.16932797

File: 8afcbe6dc0e8b2f⋯.png (369.11 KB, 392x375, 392:375, 8afcbe6dc0e8b2fb932cecc377….png)

>>16932757

>He thinks he needs to grind on the easiest FF game

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cfc667  No.16932800

>>16932757

I've never known anyone to grind those games for the final boss.

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98b15e  No.16932837

>>16932800

When I was a retarded kid learning english, I'd run from every fight just so I could read more of the story, then get stuck and have to grind on every boss fight.

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2da722  No.16932867

>>16932793

> because how are you going to track when a player's done something with the records that allow you to track what the player's done?

Pretty sure a simple solution is to have autosaves kept on a log but not declared to the player, while the player themselves save through normal means. Therefore, if the player takes an action but doesn't use a normal save, the ramification is still saved to the autosave log.

It could still be gamed if someone edits the logs, but it's not like it's impossible.

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358663  No.16933813

File: 70926f7cda45f94⋯.png (397.66 KB, 706x429, 706:429, daggerfallsaves.png)

>>16932793

>because how are you going to track when a player's done something with the records that allow you to track what the player's done

I was thinking of a simple counter that shows how many times you have loaded saves for a run/character. Something like how games track "game time" on the save selection screens.

Although, it'd have to be indiscriminate to "work well" by counting every single load, with no distinction between loading to resume the game and spamming F9. And people could still use Game Engine or some shit to simply modify the counter back to zero. But that'd be like editing your score into 999999999 and bragging about it on the internet.

>It really is better to just design the game in a way that incentivizes continuing, or where you don't lose enough progress to bother savescumming.

True that. I'm the same faggot who posted this image 300 times already but Daggerfall's manual brings up an interesting approach and philosophy when it comes to saves in RPGs even if this is never actually implemented that much in the game

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79712d  No.16933938

>>16926362

>>16926789

>>16929217

Isn't a lot of the different possible reactions mainly concentrated around the starting area though? What else does it affect besides a few more comments from Flowey based on what you did to him a past playthrough, and the genocide ending altering the pacifist ending?

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f50bfd  No.16933979

File: cf1cfd80e0188b2⋯.png (1.28 MB, 787x1200, 787:1200, ClipboardImage.png)

>>16933813

reminds me of this

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b6c9d1  No.16933981

>>16933979

Books fell to the wayside thanks to movies for a reason, seeing beats imagining.

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166402  No.16933986

>>16933979

Reminds me of Skyrim 'roleplaying' guide.

https://en.uesp.net/wiki/Skyrim:Roleplaying

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873baa  No.16933992

File: c3edf7e925b693e⋯.png (Spoiler Image, 741.68 KB, 808x880, 101:110, dream_boy.png)

>>16933813

truly the dreamboys

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c45d2a  No.16934016

>>16932800

Yeah, I thought max level was only an outcome from maxing out your materia to beat ruby weapon

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9d1e5b  No.16934022

>>16932837

You and me both. Except I still hate random encounters.

>>16933981

>seeing beats imagining

Yes and no. Ultimately watching a film is a very passive activity which is why cinema is dying today since even the couch potatoes got bored of it but nobody has the discipline (attention span) to sit through a book so they instead "play" cinematic games that require a miniscule degree of personal involvement.

Books let you decide how things look.

Games let you decide how events play out.

Films and movie-games do neither.

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166402  No.16934029

>>16934022

>cinema is dying today since even the couch potatoes got bored of it

This is a laughable claim since nu-Star Wars earned more than 2 billion dollars per movie (at least the new trilogy, with the exception of the IX).

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9d1e5b  No.16934030

File: 650c41c3bcf880e⋯.jpg (56.9 KB, 705x220, 141:44, Capture.JPG)

>>16934029

Only the first one.

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449445  No.16934032

>>16934022

>Books let you decide how things look.

It's also a medium that receives less regulation because less people are involved in making them. You only need one person to write a book, and nowadays you also only need one person to distribute one, thanks to the internet. That means less oversight and less compromising with tight-fisted suits so you can get your dream project out there. Books always lose something when being adapted to film for this reason, and I'm not just talking about the differences in medium.

>>16934029

Most of the money being earned by the movie industry is from China. I believe it is general knowledge that movies have been on the decline in the U.S. for a long time now. That's why China is so important to so many elites.

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2da722  No.16934110

>>16933981

>seeing beats imagining

Not really applicable when the devs are telling you to imagine fluff for your dungeon crawling characters which has no real equivalent if the game is outright telling you your characters characterization.

I actually did make up some intricate backstories and interactions for my EO party and I remember just as much of my Guild's members and their tales, as I do the actual content of the game.

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f2ccc1  No.16934854

>>16933813

your pic is my favorite take on it. devs shouldn't force people into using one save, they should just make it interesting and engaging to fail so people are naturally discouraged from reloading. it's an absolute failure of design if you have to pull some undertale-tier shit just to make your game satisfying and consequential. granted, undertale itself gets away with it imo, but only because it taps into a meta-narrative about the genre itself

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c04975  No.16934916

>>16934030

ah yes, a mere billion on those last ones.

>Untitled Star Wars Movie

>2022

What the fuck, are they actually making ANOTHER trilogy? THIS SOON? Are they just going to start pumping out trilogies every 3 years after the last one now until they stop making a profit?

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7140f5  No.16934983

>>16934916

>ah yes, a mere billion on those last ones.

When you account for the production costs plus the marketing budget they probably still haven't made back their 4 billion purchase from Lucas let alone made a profit from it.

And that's probably why they're making yet another trilogy again so quickly not to mention that it's rumoured to take place during the period of the old republic so it's clear as day that they want to get away from the shitshow that we have just had.

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c04975  No.16935213

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c352ee  No.16935400

>>16934029

>This is a laughable claim since nu-Star Wars earned more than 2 billion dollars per movie

Which wasn't enough to recoup the loss of buying Star Wars. You have to put these things into perspective, even saying it made a million will sound a lot to the average joe schmoe who can forget that movies cost money to make.

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b4a205  No.16935431

>>16935400

>Six years ago, Disney bought Lucasfilm for $4.05 billion. The four Star Wars feature films Disney has released since 2015 have grossed more than $4.8 billion at the box office. Disney also makes money from licensing agreements and sales of merchandise, apparel and toys

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115a1f  No.16935438

>>16935400

>Which wasn't enough to recoup the loss of buying Star Wars.

When something is bought they usually know how to make back the money before offering it.

>who can forget that movies cost money to make.

Only the second of the prequels where they had to make costumes.

And come on. What's the cost of making 200 costumes?

They're usually made by the costume makers working for Jewlywood.

>>16935431

>Disney also makes money from licensing agreements and sales of merchandise, apparel and toys

Exactly. All LEGO Star Wars products, EA games and all those other toy manufacturers will pay too.

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7140f5  No.16935446

>>16935213

Have you been paying any attention to the situation? The toys, outside of legacy shit, haven't been selling at all and even those have dropped.

>>16935431

>what are production costs

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0336d1  No.16935958

>>16932793

>that image

Did that VN ever get a full English translation? It looks interesting enough and I'd like to give it a go.

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358663  No.16936390

>>16934854

>your pic is my favorite take on it

Name five examples of games where it is used then, you can't.

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e5048a  No.16936392

>>16935438

>LEGO pays

in the mid-2000s LEGO changed their licensing model to protect themselves from underperforming IPs. Now they get paid to make the sets and the IP holder reaps the profits. Or in the case of Star Wars, eats the costs

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13683b  No.16936790

>>16936392

>>11

asdsda

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