So keeping it more to narrative style games where your choices do, or
should, have consequences I think it kinda depends. So for your typical
RPG I will do it before combat for two main reasons. The first I don't
play CRPG's for their mechanics and understanding how to create good >characters builds hence I get killed a lot. My general approach is save,
was that combat harder than I thought so at least one party member died >(probably all), reload and put a bit more effort into it. Where I don't
save is conversations where I'll just go with what ever happens even if
that means I didn't get the best outcome due to failing a skill check or
just picking the wrong option.
So with that out of the way, this came up as I'm playing Shadow Gambit,
where saving before you try something is very much part of the game, and
some comments made about BG3 which aren't far off you've not a 'real
gamer' if you do it.
One of the comparisons I've seen is, well you can't do it in tabletop
RPG's so why can you do it in CRPG's. Now it is off course true that in
TT RPG's you can't just keep rolling the dice until you succeed
The first couple of things to say, I don't like the tern save scumming
as it's by default a negative implication and also people can enjoy
games how the wish.
So with that out of the way, this came up as I'm playing Shadow Gambit,
where saving before you try something is very much part of the game, and
some comments made about BG3 which aren't far off you've not a 'real
gamer' if you do it.
So keeping it more to narrative style games where your choices do, or
should, have consequences I think it kinda depends. So for your typical
RPG I will do it before combat for two main reasons. The first I don't
play CRPG's for their mechanics and understanding how to create good characters builds hence I get killed a lot. My general approach is save,
was that combat harder than I thought so at least one party member died (probably all), reload and put a bit more effort into it. Where I don't
save is conversations where I'll just go with what ever happens even if
that means I didn't get the best outcome due to failing a skill check or
just picking the wrong option.
One of the comparisons I've seen is, well you can't do it in tabletop
RPG's so why can you do it in CRPG's. Now it is off course true that in
TT RPG's you can't just keep rolling the dice until you succeed but I
also think that they handle failure far better than CRPG's where the
idea of don't worry you can reload a save feels almost built in. In TT
RPG's you have a GM that knows how to keep the game running while still making your actions have consequences and in for example Call of Cthulhu
you even have the idea of a fail can succeed just not quite in the
desired way. Heck as a GM I have an unwritten rule that players only die
from bad choices not bad dice rolls.
A couple of CRPG's where I made an exception to my normal rule are
Sunless Sea and Disco Elysium. When the former was first released you couldn't actually save at all but I think the devs realised that was a
bad idea so introduced two other options of save when you want or only
save at a port. I went for the last as that still gives you a feeling on impending doom and the horror of the sea but isn't completely brutal.
With DE something it does really well is embracing failure so it won't
stop you progressing but it will mean you take a different path.
So that's my thoughts, anyone else?
The first couple of things to say, I don't like the tern save scumming
as it's by default a negative implication and also people can enjoy
games how the wish.
So with that out of the way, this came up as I'm playing Shadow Gambit, where saving before you try something is very much part of the game, and some comments made about BG3 which aren't far off you've not a 'real
gamer' if you do it.
So keeping it more to narrative style games where your choices do, or should, have consequences I think it kinda depends. So for your typical
RPG I will do it before combat for two main reasons. The first I don't
play CRPG's for their mechanics and understanding how to create good characters builds hence I get killed a lot. My general approach is save,
was that combat harder than I thought so at least one party member died (probably all), reload and put a bit more effort into it. Where I don't
save is conversations where I'll just go with what ever happens even if
that means I didn't get the best outcome due to failing a skill check or just picking the wrong option.
I do occasionally limit my saving, however. The last time I chose not
to save scum was when I played Jagged Alliance a few years ago. I did
not allow myself to save during combat as it simply felt cheesy to do
so.
On Thu, 31 Aug 2023 09:49:31 +0100, JAB <noway@nochance.com> wrote:
So with that out of the way, this came up as I'm playing Shadow Gambit,
where saving before you try something is very much part of the game, and
some comments made about BG3 which aren't far off you've not a 'real
gamer' if you do it.
Rule #1 about video games: They're supposed to be fun. If you're not
having fun because you're enforcing a 'no-reloads' rule, then why
bother playing?
Rule #2 about video games: Everybody has a different definition of
'fun'. Some people love the /challenge/ of games, and reloading a save
runs contrary to that. But not everyone feels the same way. That
doesn't mean they're way of playing is wrong; just that they enjoy
games for different reasons.
TL;DR: play the way that makes the game the most fun for you.
Myself, I /despise/ repetitiveness, and a pleasing narrative is more important to me than banging my head against the same challenge over
and over. So I'll reload as necessary.
Of course, it helps that I tend to avoid 'spoilers' about a game ahead
of time, so it's usually gameplay and not story issues that force a
reload. Did I fuck up a relationship role with that NPC? Does it
matter? Did I just prevent myself from getting a 'good' ending? I
usually have no way of knowing, so - unless it's immediately obvious -
I usually roll with it.
(Well, unless the dialogue tree is so obtuse that - while I intend to
be nice to NPC - the protagonist makes a comment that does that
opposite. CRPG dialogue options are /so/ limited and frustrating at
times. When that happens, I may try every option until I get the
result I intended).
One of the comparisons I've seen is, well you can't do it in tabletop
RPG's so why can you do it in CRPG's. Now it is off course true that in
TT RPG's you can't just keep rolling the dice until you succeed
Hah! I call bullshit on that one! ;-)
"That roll doesn't count. It was just a practice roll!"
"Oh wait, the die fell out of my hand before I intended it to. Let me
do it again."
"I have a karma point that lets me roll a second die and take the
better of the two options!"
And my favorite:
'Accidentally' rolling two identical dice and then picking the better
result.
Besides, dice-rolls aside, pen-n-paper RPGs aren't limited to single
dice rolls determining the outcome; a generous DM, a clever argument
from a player, or just a good understanding of the mechanics usually
allows the player to grant themselves a second (or third, or
fourth...) chance if a die roll fails. Save-scumming is a result of
how linear and constrained CRPGs are because they blindly follow the
rules. A good GM will never "rocks fall, everybody is dead" a party
(well, unless you piss him off) just because the dice say so, but a
computer will happily do so.
Personally I've drifted away from games where there is a "need" for
frequent saves. I'm more into "cozy" games like the 'My Time at' series
and Stardew Valley these days. I'm not into the "thrill" of having survived, yet again, by the skin of my teeth and lucky random number generations anymore. Bad for my blood pressure.
On Thursday, August 31, 2023 at 1:49:35 AM UTC-7, JAB wrote:
The first couple of things to say, I don't like the tern save scumming
as it's by default a negative implication and also people can enjoy
games how the wish.
So with that out of the way, this came up as I'm playing Shadow Gambit,
where saving before you try something is very much part of the game, and
some comments made about BG3 which aren't far off you've not a 'real
gamer' if you do it.
*shifty eyes* *Ahem*...
So keeping it more to narrative style games where your choices do, or
should, have consequences I think it kinda depends. So for your typical
RPG I will do it before combat for two main reasons. The first I don't
play CRPG's for their mechanics and understanding how to create good
characters builds hence I get killed a lot. My general approach is save,
was that combat harder than I thought so at least one party member died
(probably all), reload and put a bit more effort into it. Where I don't
save is conversations where I'll just go with what ever happens even if
that means I didn't get the best outcome due to failing a skill check or
just picking the wrong option.
If you get killed, what's the alternative, restart from the beginning? That's
not save scumming. Save scumming would be more like saving before
every turn in combat and if you miss, or get hit, you reload that turn.
If someone dies I reload too. I did once play an ironman Fallout possibly
a couple other games, your companion dies you keep going. Eventually
all the companions were dead, and the game became insanely difficult.
I have been reloading a lot in BG3, and unfortunately the loads are slow. General conversations no. However the game seems to like to start conversations with one of the companions at times, and if my last save isn't too far off I'll often go back and have my character talk instead. Especially
when I was playing a Bard, as the companions are all a bunch of
low-medium cha characters with no speech skills.
I've also been doing a lot with traps as the PCs should really just stop when someone says "Watch out there's a trap" instead of just barreling into them.
So it's mostly to counter the stupidity of the game.
I have been doing some pick-pocket save scumming though. That I feel
bad about, but I have to feed my need for loot. I'd prefer some other mechanic with that that had some amount you could steal and that's it.
Or just not having it possible at all.
Also have to do that to get around the idiocy of the time I killed the
goblin merchant, and he didn't have any of the things he was selling, that one I don't feel bad about.
So with that out of the way, this came up as I'm playing Shadow
Gambit, where saving before you try something is very much part of the
game, and some comments made about BG3 which aren't far off you've not
a 'real gamer' if you do it.
So with that out of the way, this came up as I'm playing Shadow Gambit,
where saving before you try something is very much part of the game, and
some comments made about BG3 which aren't far off you've not a 'real
gamer' if you do it.
Don't remind me of fighting the wolf in The Witcher 1 in I think the
first chapter. I lost count the amount of reloads I had to do to get
past it.
On Fri, 1 Sep 2023 10:32:59 +0100, in comp.sys.ibm.pc.games.action, JAB wrote:
Don't remind me of fighting the wolf in The Witcher 1 in I think the
first chapter. I lost count the amount of reloads I had to do to get
past it.
I got lucky and beat him on the first try, but I did it with a hearty
helping of cheese.
Otherwise it just kicks your ass and DIAS.
On 02/09/2023 15:10, Zaghadka wrote:
On Fri, 1 Sep 2023 10:32:59 +0100, in comp.sys.ibm.pc.games.action, JAB
wrote:
Don't remind me of fighting the wolf in The Witcher 1 in I think the
first chapter. I lost count the amount of reloads I had to do to get
past it.
I got lucky and beat him on the first try, but I did it with a hearty
helping of cheese.
Otherwise it just kicks your ass and DIAS.
I just thought it was strange to put in something that as far as I could
tell was just keeping trying until you get a bit of luck and kill it.
On Sat, 2 Sep 2023 18:48:41 +0100, in comp.sys.ibm.pc.games.action, JAB wrote:
On 02/09/2023 15:10, Zaghadka wrote:
On Fri, 1 Sep 2023 10:32:59 +0100, in comp.sys.ibm.pc.games.action, JAB
wrote:
Don't remind me of fighting the wolf in The Witcher 1 in I think the
first chapter. I lost count the amount of reloads I had to do to get
past it.
I got lucky and beat him on the first try, but I did it with a hearty
helping of cheese.
Otherwise it just kicks your ass and DIAS.
I just thought it was strange to put in something that as far as I could
tell was just keeping trying until you get a bit of luck and kill it.
Thus, DIAS. Do It Again Stupid. It is my least favorite gameplay
mechanic. Metroid games are steeped in it.
Some people think it adds "hard core" gaming challenge.
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