@Cerberus It isn't that you can't press the glass as hard. It's that 1. the glass press is digital, i.e. press/no-press. There's no distinction for a lighter press or softer. You can't rest your thumbs on a button without activating it. You can't feel for the button, you have to look at it to see where your thumb should be. You can't move your hands without also moving the screen. etc.
You can only fit so many buttons on a screen before it gets ridiculous. Modern console controllers have way more buttons.
And a console controller pales compared to a keyboard, which has a hundred buttons.
@Mr.ShinyandNew安宇 You can always pause and minimalise. But, sure, it could be nice to have a single slot available where your game is saved out of port, but it is saved automatically when you exit the game and every minute, all in the same slot.
@Mr.ShinyandNew安宇 Your choices are not final: you can reload the save you made in port, which was perhaps ten minutes or twenty minutes ago.
@Cerberus I've been in cycles like that. Where you have a save-point where your character is low enough on, eg, health or ammunition, where you cannot reasonably expect to defeat any enemies nearby.
@Mr.ShinyandNew安宇 I was rather thinking of a Nintendo game with up, left, right, down, A, and B. That should be enough for a decent game? Add X and Y if you really need more buttons. Sequential combinations could be used for extra actions.
Anyway, no game with savepoints has ever convinced me that it is an improvement on the game to deny me the ability to back up my progress or branch my gameplay without having to start over.
By the way, there are drawing applications that claim to register how hard you press the screen. They could be using a combination of duration and surface area.
@Cerberus Because in a non-linear game you want to save your game, then try going down some path, and seeing where it leads, and if you don't like the results, go back and try a different path.
@Cerberus So how is pointlessly denying me the ability to save "improving" the game? it worsens it! It means I must toil to the whims of the developer instead of them letting me play my way.
@Cerberus Great! Excellent! Don't save as often then! if that's how you like it. I do not.
@Mr.ShinyandNew安宇 The idea is that you need to make an actual decision with real consequences instead of just trying the most risky option always for the largest booty.
I think we are just not talking about the same games, so this discussion is pointless.
I make a small claim ("it's fun in some games"), you make a universal claim ("it's never fun"). I give you a game where it was fun, and you don't say anything about that game.
@Cerberus No. I am not talking about strictly linear or non-linear games. I am categorically disagreeing with you about your assertion that the "danger" in playing in an unsaved way is somehow necessarily an improvement. I have played games like that and I don't like it.
That isn't the point. I have never once played a single game where I felt that was an improvement. And furthermore, if you like the thrill of tightrope-walking without your safety net, fine! just play the game without saving as often! Just don't take my safety net with you when you go.
I do not have a list of games in my head where I have catalogued the shortcomings for easy retrieval. I do know that when I play a game that doesn't allow you to save, I notice it. In fact, I have sometimes not bothered to play the game.
Almost every game I've ever played has allowed unlimited saves.
Almost every single FPS game allows arbitrary saves. Farcry was a notable exception. Due to a design flaw, they couldn't figure out how to allow it. I ended up looking up a cheat that allowed saving the game. Made it 10x more enjoyable even if saving sometimes broke the AI.
I now wonder what Thief would be like if you only had (many) save points, not arbitrary save. It would probably be a bit annoying. On the other hand, it could be exciting. Hard to say.
@Cerberus How can "no saves are allowed except by the decree of the developer" be better than "you can save the game whenever you want, but you choose not to save very often"?
@KitFox Suppose you had a forest where the layout of the terrain, the treasure, the monsters, everything were generated at random every time you entered it.
@Cerberus And then, when you enter a dungeon and there's some monster you want to fight, and the monster requires a two-step battle strategy: i.e. one, defeat it one way to prevent it from breathing fire, then two, defeat it a second time while it claws and flies or whatever: if you can't save your game between those two steps, trying out a different tactic for the second half of the combat is ANNOYING
@Cerberus In Bioshock, you can only wield either magic or guns at one instant, and you have to switch between them. That was an annoying artificial limitation (fixed in bioshock 2). In farcry, you could not save your game whenever you wanted. This was an annoying limitation.
@Cerberus So you claim that savepoints make Pirates awesome. I claim that 1. you could get the same effect by just saving less often, and 2. savepoints make every game I've ever encountered that has them less awesome.
@Cerberus Cerb: in my sample of games, NOT ONE has ever been improved by relying on savepoints instead of arbitrary saves. And every time I've encountered that, I've usually been annoyed. How many times must I run the experiment?
@Cerberus On the contrary. It means that until I play a game where I am never once annoyed by not being able to save, I will remain unconvinced that savepoints are a good idea.
@Mr.ShinyandNew安宇 Suppose there is a skating game where you have to carry out as many combos as possible while riding a railing. When you fall off, your points are calculated, and the longer you're on the railing, the more points etc. you get. How about if the game auto-saved every second. Would that be fun for you?
@Cerberus Please don't introduce new features that are not under argument. auto-saving every second is not what I am asking for. And to answer your question anyway, no, because I want to control when I save.
@KitFox I knew someone who always said "Look! The winged victory of Samothrace!" when she wanted you to look the other way so she could steal from your plate or something.
@Cerberus Saving every instant of the game would be pretty boring, like bowling with the bumpers in the gutters. But you'll note that that is not at all what I asked for.
For me, saving the game is a tactic. If the game is really hard I will save more often. if it is really easy I will save less often. But I want to be able to choose, dammit!
Or giving you the ability to confront a foe in battle (as in a FPS or an RPG, as opposed to Thief).
You can say "make Garret more powerful in Thief, so that people who like to do so can battle enemies; stealth fans can still steal about, can't they?".
You claim that "Pirates" is better than "Pirates 2" because it forced you to play unsaved. I claim that Pirates 2 is less annoying because at the end of the day you can play the game how YOU like it, and not how Cerb likes it. If you are not Cerb.
Without: you are stuck going down paths that might not pan out. You cannot go back. You must play until you reach a savepoint, becasue you can't put the game down. You must re-do the whole thing if you fail.
@Mr.ShinyandNew安宇 You cannot, and that is exactly what makes it interesting and what makes you contemplate the consequences of your decision. Why would you not always try the riskier path if the reward is greater? What serious choice is there in that?
@Mr.ShinyandNew安宇 And you will end up in a situation similar to the path you did not choose sooner or later. It will not be the same, but the next time you might decide to risk mutiny instead of attacking ships.
@Cerberus Cerb: I'm glad you really liked not being able to save your game. Why can't you accept that I don't like not being able to save my game? That I'd rather be able to save?
In Bioshock, you can upgrade your character. Each of those upgrades is permanent and consumes resources that you might otherwise spend on other upgrades. You get the currency for these resources by either rescuing, or killing, little girls.
@Mr.ShinyandNew安宇 Sure, that is another kind of tough choice. The toughness resides in being unable to reallocate at a later point the resources you have already spent.
In both games the ability to save doesn't fully allow you to branch and try the "whole" game because you cannot possibly keep track of enough saves of the whole decision tree.
@Mr.ShinyandNew安宇 How would you feel if you could simply reallocate all your skill points at any point in the game? In some games, that works well, and it's fun. In other games, I think it would be bad, because the toughness involved in choosing how to spend them is fun.
@Cerberus I dunno. depends on the game. But saving the game is not part of the game. It's meta-game. It's "I have kids and can't stay up all night trying to reach a savepoint." It's "My one saved game is screwed and I don't want to spend 3 hours rebuilding my character". It's "I don't want to have to jump through too many hoops in order to play this game. Let me explore."
i agree with @Mr.ShinyandNew安宇 here. saving the game should be something that i do whenever i damn well please, not when the fascist game designers decide to let me
@Cerberus I don't care if you get a bigger thrill from not being saved! I get annoyance! It has been this way since the 1980s! In King's Quest I could save whenever I wanted. On the gods-damned Nintendo, I couldn't! ANNOYING!
@Mitch All I'm saying that there exist games where only being able to save at certain points (say, after 20 minutes) adds something to the game, makes it more fun. These games may be few. Linearity makes it impossible, for instance. Mr S's position that it can absolutely never add anything to a game.
I think saving a game has three functions: 1. allowing you to go do something else whenever you need to; 2. preventing repetition; 3. allowing you to play a game in Perfectionist Mode.
as a (not very) troubled youth, hairspray would have scared the crap out of me. lighter fluid (or gas or whatever) from a light would just take too long.
my son is wearing the same shark costume as last year. We were going to give it away, but when he saw it he wanted to wear it again. But it barely fits him now.
@Mitch But the nephew was in town, and his parents are splitting up, and I knew it would annoy my ex-sister-in-law, and that my nephew would have fun, and come on, it's totally awesome fun anyway, so we decided that since we couldn't get more than 100 yards usually anyway that it would be perfectly fine.
@Mr.ShinyandNew安宇 I thought that he was a shark last year.
@KitFox yeah, a shark and a bumblebee. He was going to be the bee this year. We trade the costumes around with various friends and thus get a lot of mileage out of them before none of the kids fit in them. :)
@Mitch Well, it was great fun, except that true to form, I decided to experiment with the rig. It's really bad when I'm with my brothers because we all have good ideas, but this was me and my husband and his brother, so it wasn't too bad.
And the grill ignitor is really good, although not consistent.
You get quite a bit of blowback, enough that the chamber really needs a vent, so if you use a twist ignitor as we did in version...2? then you run the risk of burning the shit out of part of your body.
The grill starter has leads on it, so you can hold your hand away from the chamber.
Come to think of it, we never did tap a plug into it. We really should. It would be so much easier to replace it.
> Prostitution, however, is all too easy. There is no challenge. Bonking your party members is the true test of your sexual prowess. Strangely, this overshadows most other desires, including saving the world. This is your true motivation throughout your quest. Every action and decision boils down to this most basic and feral of desires: to shag. Dragon Age does not have a karma system; it has a sex system.