tag:blogger.com,1999:blog-8800219078934865763.post6614432268286463070..comments2023-08-11T04:42:41.011-04:00Comments on Whatever this blog is anymore: In Defense of the Suspend: A Respone to Yourself's Last PostYourselfhttp://www.blogger.com/profile/02394331107825059031noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-8800219078934865763.post-38444251237839043132012-12-20T16:19:36.987-05:002012-12-20T16:19:36.987-05:00As I said:
"This has led to the abstraction o...As I said:<br />"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."<br /><br />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. <br /><br />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.Yourselfhttps://www.blogger.com/profile/02394331107825059031noreply@blogger.comtag:blogger.com,1999:blog-8800219078934865763.post-61695007504331171622012-12-20T15:57:16.505-05:002012-12-20T15:57:16.505-05:00I feel like having a "save anytime" feat...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."Andrew Mhttps://www.blogger.com/profile/13685019954982805133noreply@blogger.comtag:blogger.com,1999:blog-8800219078934865763.post-72861267850587866172012-12-19T15:32:53.453-05:002012-12-19T15:32:53.453-05:00Less a response and more an addendum, since the la...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.<br /><br />While 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.Yourselfhttps://www.blogger.com/profile/02394331107825059031noreply@blogger.com