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SvennoJ said:
Aeolus451 said:
SvennoJ said:
 

Why not make it a choice at the start? Some people like min max gameplay, want to replay a cool section or find out alternative ways to handle a situation. A choice doesn't matter if you never know the alternatives. Although in a lot of games choice is just an illusion. Reload, do it different, same outcome. Having one autosave slot protects the illusion I guess.

Sometimes I'll do parallel play throughs like in Dragon Age, alternating between different teams. Sometimes I'll reload to find out what the other choice does. And sometimes I'll reload to undo a mistake that would waste too much time to recover from.  Plus it's fun to go beserk occasionally after saving for the night. Single slot autosave is boring, makes me hoard all the interesting stuff cause I might need it later, and thus never use it.

The most exciting gamplay was going through Half-life with 5 health left. Only possible with quick save, quick load. One hit dead.

No choice on saves haha. I used to have a similar opinion as you on this. Demon's souls changed my mind on it. As much as i disliked not being able to reload a save after i accidently hit the wrong button near a npc vendor and killed it, I eventually understood the value of not being able to rewind a mistake or to a choice in a playthrough. 

It brings true consequences and rewards to your choices which ultimately makes the entire experience of playing a game better. If someone wants to know what the other path was like in a game, create a new profile and go that route instead of reloading a save to find out the easy way. It's just cheapens the experience and choices made up to that point by reloading saves. 

With some games, one autosave slot doesn't work because of bugs or issues in the game like bethesda's fallout or elder scrolls. Also i disagree with checkpoint saves right before a boss or QTE. That's making it way too easy for any gamer who died.

i believe that there should be one autosave spot per character profile in a game but you can have multiple character profiles. 

Yet you have the choice to play it that way in any game. Why take the other option away. It doesn't cheapen the experience to me, it actually enriches it by being able to explore the game mechanics and reasoning behind the choices. I enjoy the dark souls series too, yet there's no real consequences in Souls games apart from accidentally hitting the black smith. That was just a nuiscance to spite the player. Death was beneficial in Souls, suicide run and grab for example, it's not like you lose any progress. It was better to be hollow in every way. But it did make me stock up on items to never use them :/

Only one save slot stifles exploration and experimentation, 2 things that make gaming the most fun to me. Being punished for the wrong action doesn't heighten the fun for me.

Actually, you can hit any npc and they'll disappear regardless if you kill them or not. Some of 'em you might want to kill for their loot or at certain points in the game. It's like that in all of 'em.  I don't know about bloodborne though but it's probably like that too. In dark souls 2, it was better to have humanity than without. 

You must like to horde everything in a game. I purposely try to use items and materials for anything. For example, I would grind for rare materials and good items to use in fights against other players. I would create and fully upgrade many weapons. Alot of that was just for experimentation. 

I highly disagree with the last bolded part. I explore every nook & cranny regardless of the game. I also experiment to no end in any game. I actually prefer if a game lets me customize my character and experiment with everything. The way I can save a game doesn't affect any of that with me. If a game autosaves though, I put more thought into my choices as I know I can't take back a choice or a mistake. I guess you just take that a few steps further and be too conservative in the way you play.