SmallHatLogan said:
Jim Trailerpark said:
The given example is no more heinous than allowing players to play the game through several times. Are you suggesting that games self-destruct once you beat the game or hit a "game over" condition, such that everyone can only talk about their initial playthrough? Well no, of course you aren't.
I'm not sure what your point is here.
I was using hyperbole to suggest that playing a game multiple times cheapens a game's difficulty in the same way as save scumming, and then lamp-shading it to emphasize that I wasn't being serious.
In my example the challenge is survival and/or endurance. If you're saving every 30 seconds and reloading if things don't go your way then you're mitigating that challenge. Each individual encounter may be a challenge but it's not as challenging as surviving all of the encounters in one go. I feel like I'm repeating myself but I don't know how to make it any clearer.
You keep saying that it's not challenging but just time consuming as if the two are mutually exclusive. They aren't. In my example not saving means you're more likely to die and if you die you have to start the level from the beginning. Yes it's more time consuming. Why? Because it's more challenging. It's not the challenge being replaced by time. It's the challenge causing a longer play time because you're more likely to fail.
If I've already mastered the first five encounters of a level, then why should I feel obligated to replay them time and time again just to get to the last few encounters that are giving me a hard time? If the answer is "because you might screw-up once in a while during the first five encounters", okay, fair enough, but it starts edging the conversation towards my point about anti-save-scumming being an elitist notion. At the end of the day, I still have to complete all encounters of the stage in order to complete it. I still have to kill the same number of enemies who have the same potential to deal the same amount of damage.
If I have a level all-but mastered, being able to save before the final encounter that I'm having a hard time with doesn't make that encounter any easier, it just means I don't have to slog through the entire level to practice at the part where I need to practice. If I make a random mistake (or something else random happens that NPCs don't normally do) before getting to the encounter and have to restart from the start of the level, that doesn't make the final encounter any harder, it just wastes the time spent on that particular attempt because now I have to start
yet again from the beginning of the entire level rather than the beginning of the encounter I'm working on.
So while I might grant that disabling the ability to save scum might make a level harder in the sense of being an endurance challenge, I would then follow-up by asking if it makes the game more fun. I don't know about you, but having to replay the same 5-10 minutes of gameplay time and time again because the point
after said 5-10 minutes is the part that's giving me a hard time, the game isn't looking at a good write-up. In fact, it's usually the kind of thing that will cause a reviewer to knock points off of a game if its built-in check points aren't set-up properly. I couldn't count the number of reviews where one of the things counted against the game is when the most recent checkpoint before a really difficult section was several minutes-worth of easy gameplay ago; requiring the player to have to slog through those same easy bits every single time before they can get another shot at the part that's actually difficult. Situations where, if the player was allowed to "save scum", the game would have gotten better marks.
So I guess in short, removing save scumming either doesn't make the game any harder, or (if I'm willing to concede on that point in the name of "endurance") it does make the game harder, but in ways that are arguably detrimental to the enjoyment of the game as a whole.