(no subject)
Aug. 22nd, 2015 12:08 amAdventures in Bad Game Design:
"Huh...I know I haven't played this level in a while...wonder why. The save game didn't seem to save at my last save point. Oh, well...."
::plays for an hour::
"Getting close to bedtime, need a save crystal to save my game and...oh, there's one!"
::gets close to crystal, falls off ledge, dies before saving::
"Oh, right. That's why it didn't save the game LAST time."
::puts game away, probably won't play it again::
"Huh...I know I haven't played this level in a while...wonder why. The save game didn't seem to save at my last save point. Oh, well...."
::plays for an hour::
"Getting close to bedtime, need a save crystal to save my game and...oh, there's one!"
::gets close to crystal, falls off ledge, dies before saving::
"Oh, right. That's why it didn't save the game LAST time."
::puts game away, probably won't play it again::
no subject
Date: 2015-08-22 02:13 pm (UTC)Thankfully, it feels like designers have come to understand that, and either lay out save points quite frequently, or dispense with them altogether, permitting pausing/resumption at any point you feel like.