I was raised with Maniac Mansion and Zak McKracken And The Alien Mindbenders on C64: two slots for savegame were enough (I used 2 Floppy Disks, because there was room for one savegame per disk). When you got stuck or made a mistake… replay from start, playing better than before!
When I played Zak on Amiga, there where 10 (TEN) game slots. Guess how many slots I used per game? Ok, more than 2. But not past letter E.
[quote=“Nor_Treblig, post:100, topic:718”]
There are at least two different save modes
[/quote]Prey (2017) does a combination of those. You have three slots for the game, but you have multiple saves in each.
This works best in games like MM, Zak and MI2 which are quite open-wordly, allowing you to go to most of the places at any time.
But in games like Indy3 and especially Indy4 (x3!) which seem to be more linear you would have to create quite a lot of saves if you want to revisit any old places.
You make me think that being forced to restart was part of the gameplay experience. In games such MM and Zak, because of the non-linearity ande the dead-ends, saving too much could be self-defeating. If you find yourself into a dead end, your multiple saves are like a time machine, but you may not know WHERE is your error and so which is the correct gamplay you should load. You risk to get frustrated playing and replaying loaded games which are unwinnable.
So better starting from scratch, and trying to play better. It’s challenging and it can be fun. But it’s a different gameplay philosophy. Maybe -I realize just now- that I had issues with MM and Zak because my first game was MI, than indy3, than MI2, indy4, DOTT, S&M in this order. Then I came back to Zak and MM, but I approached them just as like newer adventures. I definitely should replay thos games with a different approach.
Especially since I loved the relative non-linearity of indy3.
[quote=“Nor_Treblig, post:104, topic:718”]
I don’t know how the actual implementation looks like but this sounds like a good idea.
[/quote]It could be improved, though. The way it is, you have autosave, quicksave and manual saves all in one list in chronological order. Manual saves are limited, so you have to delete some once in a while. The list tells you the save type (auto, quick or manual), time of save, time played and a fake thumbnail with a general picture of the section you’re in instead of an actual screenshot. Also a bit to get used to is quick load does not always load the last quick save, but any last save.
I see. IMHO when you die it should really load the very last save game.
But when quick loading it should never load the autosave. I also wouldn’t really want to have it load a normal manual save. If I’d like to reload from a manual save game multiple times I’d just load it once and make a quick save right away.
Beside arbitrary limitations of game slots and save slots I like this approach.
Also ideally it should be stored in file system in a directory hierarchy (e.g. one subdirectory per game slot with one description file and multiple save files in it).
This would allow easy manual copying, duplicating, backup etc.
I know, I have high demands for some very specific things
For TWP, I would say at least a few dozen for each different mode.
The reason is that TWP is a long game, I’m still experimenting with it and I need a way to quickly reach a specific point of the story. I have launched the game maybe 50 times, just to test an hypothesis or to remember a detail or to read a book in the library. I don’t want to play the entire game 50 times, I just want to experience a specific part of it.
Also, TWP has two modes and the few savegame slots are shared between them. I did a mess! Before starting my “casual” playthrough, I backed up the existing “hard” savegames so that I could restore them in the future, but when I tried to restore them I accidentally overwrote a file that had nothing to do with the savegames, resulting in issues with Steam achievements!
I had to contact the support team and they helped me to fix the issue, but the point is that we live in a era in which saved data is a form of augmented human memory and people are accustomed to save data to find and search it later. Bytes are cheap, there is no real need to limit the slots.
For a game like Thimbleweed Park, not having many slots will cause some players like me to try strange dangerous hacks to bypass the limitations, just to have more chances to save their experience.
+1 for DoTT item passing. I was stuck for hours because I couldn’t pass an item from one char to another.
I guess it was actually a bug (a single big one I noticed in the whole game which is impressive).
It was early in the game and I supposed that Ransome didn’t want to coop with any of the agents (it was like they weren’t there at all). So I tried to think of various ways how to use it / hide it / put it somewhere so the other char would want to pick it up. Most of those things were really convoluted but it was a P&C game after all
It’d still work if playable chars had feelings and their own motivations and if they could talk to each other.
There was no one to give the item to. I spent quite a bit of time wandering elsewhere even solving some unrelated puzzles. Then I came back and all of a sudden I could give it to them.
I have no idea why it wasn’t possible earlier. But it seemed logical to me that the clown who put anti-fed sign to his door wouldn’t interact with them willingly. So I was trying to solve that puzzle.
Do you mean, when you selected Give XXX to, the person you where trying to give it to never shows up on the sentence line? Or you couldn’t find anyone in the world to give it to?
It would break too much code. If we’d planned short cuts from the beginning, we could have coded around it. It would also break some puzzles, so that would have to be coded around.
The elevators set a mood, I don’t think you should be able to teleport to the floors.
One thing we thought of, but never implemented, was each time you took the elevator, it would move faster and faster, so it could initially set the mood, but then silently go faster. Not so fast that it seemed fast, but it would cut down the travel time.
It would scare me to make this change now. Too many odd things to test.