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House
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This could be a choice that's changed by the difficulty setting. If you're looking at this for the benefit of the player, allow the player to decide, indirectly, via the difficulty setting..

Checkpoints Pros/Cons:

  • Increases death penalty, Pro for more hardcore gamers, Con for casual players
  • Allows player to become more immersed in the game
  • Lets the developer choose the save location, so the player is less likely to have a bad save (i.e. a save game that loads into an impossible to survive situation, possibly ruining the entire progress of the game)

Save Game Option Pros/Cons:

  • Easier for the casual player
  • Cheapens the effect of death
  • Could lead to bad saves, as mentioned above

So with that information, it seems to me, that allowing both but they change based on difficulty level.

  • Casual: Checkpoint frequently, allow player to "quick save" and "quick load"
  • Normal: Checkpoint semi-frequently
  • Hard: Checkpoint rarely
  • Insane: Only checkpoint at start of level/map/whatever

Other options:

  • Choose Wisely: Allow player 3 player chosen saves, no auto saves

You'd likely offset the choices above with other benefits like only allowing certain weapons to unlock in the harder difficulties or higher level caps.

Additionally, to help mitigate the risk of having a bad save, checkpoint or otherwise, have the save system use a rolling save system with 3 or 4 save slots where the oldest gets overwritten.

This could be a choice that's changed by the difficulty setting. If you're looking at this for the benefit of the player, allow the player to decide.

Checkpoints Pros/Cons:

  • Increases death penalty, Pro for more hardcore gamers, Con for casual players
  • Allows player to become more immersed in the game
  • Lets the developer choose the save location, so the player is less likely to have a bad save (i.e. a save game that loads into an impossible to survive situation, possibly ruining the entire progress of the game)

Save Game Option Pros/Cons:

  • Easier for the casual player
  • Cheapens the effect of death
  • Could lead to bad saves, as mentioned above

So with that information, it seems to me, that allowing both but they change based on difficulty level.

  • Casual: Checkpoint frequently, allow player to "quick save" and "quick load"
  • Normal: Checkpoint semi-frequently
  • Hard: Checkpoint rarely
  • Insane: Only checkpoint at start of level/map/whatever

Other options:

  • Choose Wisely: Allow player 3 player chosen saves, no auto saves

You'd likely offset the choices above with other benefits like only allowing certain weapons to unlock in the harder difficulties or higher level caps.

Additionally, to help mitigate the risk of having a bad save, checkpoint or otherwise, have the save system use a rolling save system with 3 or 4 save slots where the oldest gets overwritten.

If you're looking at this for the benefit of the player, allow the player to decide, indirectly, via the difficulty setting.

Checkpoints Pros/Cons:

  • Increases death penalty, Pro for more hardcore gamers, Con for casual players
  • Allows player to become more immersed in the game
  • Lets the developer choose the save location, so the player is less likely to have a bad save (i.e. a save game that loads into an impossible to survive situation, possibly ruining the entire progress of the game)

Save Game Option Pros/Cons:

  • Easier for the casual player
  • Cheapens the effect of death
  • Could lead to bad saves, as mentioned above

So with that information, it seems to me, that allowing both but they change based on difficulty level.

  • Casual: Checkpoint frequently, allow player to "quick save" and "quick load"
  • Normal: Checkpoint semi-frequently
  • Hard: Checkpoint rarely
  • Insane: Only checkpoint at start of level/map/whatever

Other options:

  • Choose Wisely: Allow player 3 player chosen saves, no auto saves

You'd likely offset the choices above with other benefits like only allowing certain weapons to unlock in the harder difficulties or higher level caps.

Additionally, to help mitigate the risk of having a bad save, checkpoint or otherwise, have the save system use a rolling save system with 3 or 4 save slots where the oldest gets overwritten.

added 4 characters in body
Source Link
House
  • 73.5k
  • 17
  • 188
  • 276

This could be a choice that's changed by the difficulty setting. If you're looking at this for the benefit of the player, allow the player to decide.

Checkpoints Pros/Cons:

  • Increases death penalty, Pro for more hardcore gamers, Con for casual players
  • Allows player to become more immersed in the game
  • Lets the developer choose the save location, so the player is less likely to have a bad save (i.e. a save game that loads into an impossible to survive situation, possibly ruining the entire progress of the game)

Save Game Option Pros/Cons:

  • Easier for the casual player
  • Cheapens the effect of death
  • Could lead to bad saves, as mentioned above

So with that information, it seems to me, that allowing both but they change based on difficulty level.

  • Casual: Checkpoint frequently, allow player to "quick save" and "quick load"
  • Normal: Checkpoint semi-frequently
  • Hard: Checkpoint rarely
  • Insane: Only checkpoint at start of level/map/whatever

Other options:

  • Choose WiselyChoose Wisely: Allow player 3 player chosen saves, no auto saves

You'd likely offset the choices above with other benefits like only allowing certain weapons to unlock in the harder difficulties or higher level caps.

Additionally, to help mitigate the risk of having a bad save, checkpoint or otherwise, have the save system use a rolling save system with 3 or 4 save slots where the oldest gets overwritten.

This could be a choice that's changed by the difficulty setting. If you're looking at this for the benefit of the player, allow the player to decide.

Checkpoints Pros/Cons:

  • Increases death penalty, Pro for more hardcore gamers, Con for casual players
  • Allows player to become more immersed in the game
  • Lets the developer choose the save location, so the player is less likely to have a bad save (i.e. a save game that loads into an impossible to survive situation, possibly ruining the entire progress of the game)

Save Game Option Pros/Cons:

  • Easier for the casual player
  • Cheapens the effect of death
  • Could lead to bad saves, as mentioned above

So with that information, it seems to me, that allowing both but they change based on difficulty level.

  • Casual: Checkpoint frequently, allow player to "quick save" and "quick load"
  • Normal: Checkpoint semi-frequently
  • Hard: Checkpoint rarely
  • Insane: Only checkpoint at start of level/map/whatever

Other options:

  • Choose Wisely: Allow player 3 player chosen saves, no auto saves

You'd likely offset the choices above with other benefits like only allowing certain weapons to unlock in the harder difficulties or higher level caps.

Additionally, to help mitigate the risk of having a bad save, checkpoint or otherwise, have the save system use a rolling save system with 3 or 4 save slots where the oldest gets overwritten.

This could be a choice that's changed by the difficulty setting. If you're looking at this for the benefit of the player, allow the player to decide.

Checkpoints Pros/Cons:

  • Increases death penalty, Pro for more hardcore gamers, Con for casual players
  • Allows player to become more immersed in the game
  • Lets the developer choose the save location, so the player is less likely to have a bad save (i.e. a save game that loads into an impossible to survive situation, possibly ruining the entire progress of the game)

Save Game Option Pros/Cons:

  • Easier for the casual player
  • Cheapens the effect of death
  • Could lead to bad saves, as mentioned above

So with that information, it seems to me, that allowing both but they change based on difficulty level.

  • Casual: Checkpoint frequently, allow player to "quick save" and "quick load"
  • Normal: Checkpoint semi-frequently
  • Hard: Checkpoint rarely
  • Insane: Only checkpoint at start of level/map/whatever

Other options:

  • Choose Wisely: Allow player 3 player chosen saves, no auto saves

You'd likely offset the choices above with other benefits like only allowing certain weapons to unlock in the harder difficulties or higher level caps.

Additionally, to help mitigate the risk of having a bad save, checkpoint or otherwise, have the save system use a rolling save system with 3 or 4 save slots where the oldest gets overwritten.

Source Link
House
  • 73.5k
  • 17
  • 188
  • 276

This could be a choice that's changed by the difficulty setting. If you're looking at this for the benefit of the player, allow the player to decide.

Checkpoints Pros/Cons:

  • Increases death penalty, Pro for more hardcore gamers, Con for casual players
  • Allows player to become more immersed in the game
  • Lets the developer choose the save location, so the player is less likely to have a bad save (i.e. a save game that loads into an impossible to survive situation, possibly ruining the entire progress of the game)

Save Game Option Pros/Cons:

  • Easier for the casual player
  • Cheapens the effect of death
  • Could lead to bad saves, as mentioned above

So with that information, it seems to me, that allowing both but they change based on difficulty level.

  • Casual: Checkpoint frequently, allow player to "quick save" and "quick load"
  • Normal: Checkpoint semi-frequently
  • Hard: Checkpoint rarely
  • Insane: Only checkpoint at start of level/map/whatever

Other options:

  • Choose Wisely: Allow player 3 player chosen saves, no auto saves

You'd likely offset the choices above with other benefits like only allowing certain weapons to unlock in the harder difficulties or higher level caps.

Additionally, to help mitigate the risk of having a bad save, checkpoint or otherwise, have the save system use a rolling save system with 3 or 4 save slots where the oldest gets overwritten.