Tag: points
When the Hell is it Ever Good Enough?
by Vahnikopa on Mar.02, 2009, under Rant
Back in preschool, I learned how to count, that there is a certain order to numbers and that one number will be bigger than the other number by simply adding to it. So therefore six was bigger than five but seven was bigger than six. Ten was also a high number so was the number next to it, nine, and then finally eight. What the hell am I talking about? The fact that these three numbers, eight, nine, and ten are high numbers, in fact, so high I don’t really care when one game gets a single point over another game, but then we bring in our friends the decimals and everything is fucked, because now we have ten more digits to comprehend in this wild world of numbers.
Review scores, using a ten point scale which has a scale within itself which adds ten more measly points within those already redundant ten points. A number like nine-point-two is obviously bigger than nine-point-one but what the shit is the difference between that whole tenth of a point? There are many reasons why the point system for rating games is so bad. If you have read any of my reviews, you would know I never actually use a point system which makes you, actually read the review – instead the point system makes people go into cock wars on which number is better.
Where is that Damned Save Point?
by Peter on Feb.11, 2009, under Opinions, Rant
Save points have existed for a while in jRPGs, but what is their real purpose? I know it’s something we don’t see nowadays so much but there was a time where save points were existent many video games. Personally I though save points were one of the worst ideas ever, and now that we are able to save anywhere in most games, I’m not sure why some games decide to use them. There is something to be said about the level of suspense and success feeling when you come upon a save point but there’s more wrong with the idea, then there is right with the idea. The pros have already been stated: easier to code, adds some level of suspense, and surprise, but let’s weigh down the cons to it.
- Ruins the surprise of a big event
You know what I mean. You’re fighting your way through a massive dungeon and suddenly you see a savepoint, you know that something funky is about to go down. Either you know that you’re going to be facing some kind of boss, of you’re half way through the dungeon, which can be kind of depressing if the dungeon is fun. Though save points ensure you save before possibly getting your ass kicked, it ruins the surprise.
- Pressured to find a save point when playing for a while
This point is also a no-brainer, you’ve been playing for an hour or so and you’ve gotten far, the first thing you want to do is save your progress. Well what happens if you’re cut low on time? If for some reason you have to go somewhere and you don’t have time to find a save point? What then? Then you have to force yourself to continue playing or start again another time.
- Some save points disable the ability to backtrack
Now I never saw the appeal of doing this. Why would a developer not want you to backtrack to explore the game more? It’s like asking someone into your home then restraining them to the backyard, you have no good reason to do it unless you hate your consumer.
Dynamic saving (saving wherever you like) is the best option, it’s not baby-ing your consumer. It’s giving them the ability to save for themselves, so they can take the responsibility to save wherever needed. If you didn’t save for an hour and then you lose a boss fight, then too bad, it teaches you to save more frequently, and personally I like a game a lot better when I’m given as much freedom as possible.
