I’m one of those people who has been trained by other games to try and min-max my options, so I love the lack of saves because if there were saves I’d definitely be one of the people who couldn’t help themselves from spending huge amounts of unproductive time picking options and then checking the stats screen afterwards. So I personally appreciate the lack of a traditional save system, and would have a worse experience with the games if one existed. I also don’t tend to play games more than twice, and I don’t feel the need to go through every variation. So I’m happy with the way saves aren’t built in.
Despite that, I think some games though are just too long to do without some sort of save system, especially if a single misclick can completely mess up your playthrough. So I think there should definitely be something built in by default in ChoiceScript - chapter checkpoints, or a one-step undo, or even a traditional save system.
I already do multiple saves on PC, makes no sense to not allow players the ability to save their games and save-scum. It’s incredibly annoying and nobody cares how you choose to play the game or think it should be played.
Ironic that “choice” games lack this choice though, still find it funny.
I honestly would pay more for like a version of a game that stays on dashingdon (even though we shouldn’t have to pay for a basic feature like saving). Seriously though, being able to save and read different small responses on choices has made me appreciate the work writers put into games here like Wayhaven, things I most likely would have never read otherwise since I’m not doing a whole playthrough over again just to see a small change in flavor text.
Also I think they also don’t want to add a save system cause it would more easily expose alot of the fake choices, not all, but alot of the games here have and you would see how pointless some of the “big epic choices” really are in the end.
There are just so many good reasons to have a save system from multiple standpoints and it wouldn’t take away anything from anyone cause saving would be a player choice. Some people say they don’t want one cause they would be tempted to use it…and I don’t get it. If saving would make the experience not fun for you, then just don’t. When I play a video game and say want to play and finish it on hard mode, I don’t go switch it to easy mode ever cause that’s not what I want to do nor would be fun for me in that situation. I wouldn’t say ask for there not to be an easy mode at all either. My words are a jumbled mess but I hope I’m making sense.
I’m new and also don’t understand the dev’s decision to not have a save system based on how they want it to be immersive (from their own viewpoint) and that players won’t be able to resist redoing if there were saves. To be honest, I’m shocked.
This dev seems very progressive and open-minded, which I really appreciate, but this logic behind the lack of save system just seems so… how should I put it? stereotypical and narrow-minded? Condescending? I hope my post won’t get deleted because of this.
It’s feel very jarring to see a nice company opens their hands wide for various people of any race and gender, but at the same time stereotyping every gamers like they were children that needs disclipline, and limiting the ways people should enjoys their purchased games based on their own visions.
Not everyone has an irresistible urge to abuse the system. If this was the case, every single gamers in the world would be playing games on God Mode (which many dev include it in their games for anyone to toggle pretty easily). And I think even though there are some people who really can’t resist, everyone should not be punished based on only a few people. I mean, if the forum allow me to use extreme example, it’s as nonsensical as covering every men’s eyes, stopping every men on earth from seeing women in order to prevent that heinous crime, even though not every one of them are monsters.
I think it would be wise to turn down the rhetorical temperature here. The examples and argument in this post is approaching, if not reaching, the highly inappropriate.
I think the fact the I don’t feel my examples are too much means that I probably should stay away from this forum, or any forum in general.
I’m glad that I found this out early on. I think I will go away permanently, so please feel free to edit or delete my offending post. If needed, you can delete this account too.
@TeaRex I hope you don’t feel like you have to leave this forum. I think, maybe, it was mostly the last examples that could veer into some other directions than discussing save points.
It’s a really nice corner of the internet if you feel alright with staying
It’s honestly silly to me to not want to implement a save system for the sake of immersion. If a make a misclick that messes with my game, I will literally restart and go through every option I already made to get me back to the point I was at. And that’s a far more jarring break from my immersion then a reload would be.
I think it’s less to do with the company being strangely paternalistic or even a stylistic decision and more so that implementing it would cost them money and time.
I see a lot of mention of misclicking in discussions of save points. One thing that both sides of this issue can agree on, is that reducing misclicks would be a really good thing, and it would likely seriously reduce the amount of moments when a save system would be sorely missed.
Granted this is a tangent, but I wonder what the reasonable options would be for misclick-reduction? I don’t think an “are you sure?” after every choice would be welcome!–but I’m sure there’s got to be something.
If this is really about the integrity of immersion, I would say an autosave feature is the most time saving one. It saves on every choice but the last one you made. So, if I misclick and go onto the next scene I can reload to that one but everything else is set in. They could also make the choice more apparent visually, so if you select the option you want and have sausage fingers that mash another one as you scroll down, you would see that better before moving onwards.
But really, it would just be so much simpler to allow saves or at least autosaves that are done every 15 minutes maybe.
I’m more interested on being able to delete my end game saves that I’m done with, than I am being able to save mid game.
Though, I think instead locking the save feature to a second playthrough, just provide an option to disable saves if you want to avoid the temptation of save scumming. That restriction should be on the player though, not the author.
Removing that swiping way of choosing choice would be very nice or at least giving us the option to disable it.
I have chosen the wrong thing many times just because my tablet fell out of my hand.
Honestly, it is completely useless on a wide screen as it takes more effort to swipe the whole thing rather than just scrolling, and even on small screen devices, it isn’t that useful since most CS games don’t have a long list of choices on a single page.
In short, removing the swiper would be a good step towards reducing mistakes.
We sort of already have that, what with clicking a choice and then an “advance to next screen” button. It’s more than some games have.
I like this idea. Just taking an example from the game I’m (literally) currently playing, here’s the dialogue wheel with no choice selected:
Summary
And here it is with my (invisible in this shot) cursor on choice #1:
Summary
That really does help. I play on PC so fat fingering/swiping isn’t a problem, but my mouse does develop a mind of its own sometimes, and highlighting might alert me to that fact before I click ‘next’.