Just kidding, no one will ever love you. Especially if you read a blog. |
This miniature post is also an excuse to announce to all of the Ezio fans out there that I should be blogging significantly more in the future. Get excited to read something other than the grand total of the four posts I have made on this blog, which clearly you are reading over and over again in anticipation of more of my posts.
[Ed. Note: Sorry, I had to correct your terminology from "quick-save", because you meant "suspend". Quick-save is almost universally used to refer to what Oblivion or any other PC game has, where you can save anywhere, anytime, usually mapped to a keystroke. Suspends are generally popular in cartridge games (you can see how they manage space by allowing only one suspend slot) and rose to popularity in the N64 era with, you know it, Ogre Battle 64! So contrary to what you said, to my knowledge they existed on consoles before handhelds.]
Less a response and more an addendum, since the last post was kind of just a history/observation. Suspends, like the pause screen, are more of an artifice to support the reality that we don't all go to a movie theater to game. Their presence is more of a "justin case" than an artistic decision.
ReplyDeleteWhile artistically speaking I can understand the allure of removing these features to provide some kind of clarity of vision, in fact the result is just annoying. Every player *knows* that when they're pausing/suspending, that isn't what the devs wanted. So a game like Dark Souls that takes away the pause is just as fucking irksome as those olden four hour drags between save points.
I feel like having a "save anytime" feature doesn't have to take away from games being chunked out. Games such as Alan Wake and RE4 do a great job of breaking things up into "episodes."
ReplyDeleteAs I said:
Delete"This has led to the abstraction of narrative chunks from saving; instead of a play session with a beginning-middle-end, we have a quest or level."
Maybe my last post wasn't clear because it seems like you guys took away some kind of commentary about save systems. All I was saying was that once upon a time, save points defined sessions. Now that we've mostly moved beyond those, the concept of a session has been abstracted from saving. The conversation ceases to be about saving. I couldn't care less whether a game uses save points or quicksaves, as long as it successfully defines sessions. Then I gave some examples of common flaws in defining sessions, illustrated by Oblivion and Prototype.
Also, RE4 does *not* have save-anytime, it has classic-style save points. Which, as you've noted, and as was my point, doesn't dictate the way it defines sessions.