• Save Points in Video Games - NakeyJakey
    11 replies, posted
[media]https://www.youtube.com/watch?v=PJZByWHtzb8[/media]
left 4 dead safe rooms are good example of save points
I both love and loathe Fallout 4 Survival Mode's sleep to save. It's actually a decent concept for building tension in a game like that, and the Adrenaline buff mimics the player's tension and fear of losing their progress. The problem is that Bethesda games aren't all that stable, and as unfortunate as losing progress to a mistake is, it's far worse when you glitch into someplace or the game crashes and makes you lose all that progress.
[QUOTE=Skyguy113;52829696]left 4 dead safe rooms are good example of save points[/QUOTE] They technically aren't but still fulfill the same purpose as physical save point/bonfire which makes them oh so satisfying. Oh, those memories of trying to race people to the safe house so you can steal their medkit. Yeah, I was that guy.
[QUOTE=Artix3;52833742]I both love and loathe Fallout 4 Survival Mode's sleep to save. It's actually a decent concept for building tension in a game like that, and the Adrenaline buff mimics the player's tension and fear of losing their progress. The problem is that Bethesda games aren't all that stable, and as unfortunate as losing progress to a mistake is, it's far worse when you glitch into someplace or the game crashes and makes you lose all that progress.[/QUOTE] My problem with the sleep save is it's really clear neither the game itself nor the gameworld were designed with it in mind, it's like if someone tried to hack in Dark Souls's bonfire mechanic into Skyrim.
I really liked the save stations in Alien Isolation, was a relief to see one and it was just kinda fun to have the character stick a timecard-ish device into the station.
Where did save points come from? Was it a case of early hardware not having the juice to save the game during play or during a loading screen, memory bandwidth, etc, or just s somewhat misguided design choice?
having to go to the bathroom and take a piss to save in dead rising was both funny and kind of a pain in the ass sometimes
When I first started Dead Rising, I didn't know that game didn't autosave (because why wouldn't it?) and ended up dying after about an hour. I was so bummed when the opening helicopter sequence started to play again, I never actually got back into the game because of that.
[QUOTE=tman450;52835098]When I first started Dead Rising, I didn't know that game didn't autosave (because why wouldn't it?) and ended up dying after about an hour. I was so bummed when the opening helicopter sequence started to play again, I never actually got back into the game because of that.[/QUOTE] the cool thing about it is that you don't lose your level or skills acquired when you die
[QUOTE=Maloof?;52834189]Where did save points come from? Was it a case of early hardware not having the juice to save the game during play or during a loading screen, memory bandwidth, etc, or just s somewhat misguided design choice?[/QUOTE] It's easier and saves space if you don't have to design a save system that has to pretty much save the entire context of the user anywere in a game, instead you narrow down what you have to write into a file, like position, inventory, time, etc.
My favourite save point he mentions in the video are the couches in ICO. [t]http://media.kotaku.foxtrot.future.net.uk/wp-content/uploads/sites/52/2017/02/Ico.jpg[/t] If you go AFK for a bit after you save, the characters will fall asleep on the couch until you come back. It'd be awesome if more games did stuff like that.
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