Topic: No saving in combat?

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  • #3562
    arcweldx
    Participant

    Very interesting discussion going on in here. This is our stance: We will not add a saving feature to combat because a) it does not fit our design goals, and b) it would cost us a lot of time which we’d rather invest into more important things, and things which we want to have in the game in the first place. Adding a loading feature from combat, on the other hand, is something we’ll eventually do simply for convenience.

    Hi Rap,

    Thanks for weighing in and letting us know the official word. The idea that something as innocuous as limited/unlimited save games can generate this much controversy is absolutely fascinating :)

    You don’t have the resources to do it? Ok, gotcha. Part of a design philosophy? This isn’t a twitch action video game, it’s a nice meaty turn-based strategy/RPG game in the tradition of X-COM, XCOM, Silent Storm…or more broadly, HOMM, AOW, CIV. None of those games needed limited saves to “enhance” the experience. They just had strong game play. If you want a recent example of how limited save games annoy the hell out of people, take a look at Shadowrun. They ended up implementing unlimited saves in the end.

    #3563
    Malthus
    Participant

    But you did not have limited savegames in the first place. You can save as much as you want… on the strategic map. Even without the ability to save inside of combat it will not hurt you that much. Fights don´t last that long. If you don´t have the time to play half an hour without running away from your pc you will hardly find any game that works for you. This is not the game´s fault but your inablility to manage your time properly.

    Yes a save on exit would be nice in case you have to go, but if implementing this would mean leaving out more important features it would be a bad trade.

    "I am a Paladin!"
    >OMG, Malthus, there are no damn paladins in Battle Brothers...<
    "OK, OK! Then I´m a wrecked down minstrel drunkard pretending to be a paladin, singing so wrong in the midst of battle that even the undead run in fear... Better?!"

    #3570
    Holy.Death
    Participant

    What “a loading feature from combat” exactly means? I don’t quite understand it the way it has been phrased.

    You don’t have the resources to do it? Ok, gotcha. Part of a design philosophy? This isn’t a twitch action video game, it’s a nice meaty turn-based strategy/RPG game in the tradition of X-COM, XCOM, Silent Storm…or more broadly, HOMM, AOW, CIV. None of those games needed limited saves to “enhance” the experience. They just had strong game play.

    1. What “a twitch action video game” has to do with anything?

    2. HOMM, AOW and CIV are completely different games. Just like ARMA series is different from Call of Duty series.

    3. “Limited saves” (as you put it) make sense as game is more akin to Warhammer titles (such as Warhammer Quest or Space Hulk: Ascension), where combat is supposed to be deadly and you have to live with your choices. A comparison to rogue-like titles can also be made: you are not supposed to load a save game after failing. You just fail and start over or – in Battle Brothers – try to carry on to get back on your feet. That’s the point.

    4. X-COM tried to deal with save-scumming by making pre-generated rolls ahead of combat, to make save-and-load strategy not possible. It caused its own problems though (by changing outcomes through changes in order).

    #3579
    Sky
    Participant

    What “a loading feature from combat” exactly means? I don’t quite understand it the way it has been phrased.

    Second that. Does it mean an autosave when you leave battle or?

    #3580
    GOD
    Participant

    I think it just means being able to load a save file while in combat, rather than having to quit to the main menu.

    #3581
    Rap
    Keymaster

    I think it just means being able to load a save file while in combat, rather than having to quit to the main menu.

    That’s exactly what it means. Should have worded that better.

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    #3703
    Binkus
    Participant

    Very interesting discussion going on in here. This is our stance: We will not add a saving feature to combat because a) it does not fit our design goals, and b) it would cost us a lot of time which we’d rather invest into more important things, and things which we want to have in the game in the first place. Adding a loading feature from combat, on the other hand, is something we’ll eventually do simply for convenience.

    thank you load from Combat = nice

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