Author: Simularcum  <nub>    99.67.112.42 Use this link if you want to link to this message and its entire thread of discussion. Post a Msg
Date: 9/7/2019 11:33:08 AM
Subject: RE: Sometimes, when I've just gotten out of bed

Very interesting. I didn't know it went back that far.

I don't mind interruptions as long as they're crucial to furthering the story or presenting an important choice. Non-crucial ones should be skippable, and the game should never spatially reposition the player, no matter what.

This naturally calls to mind the evil practice of bad checkpointing in an age when nearly all platforms are capable of save-at-will. Of course, some checkpointing is thoughtfully executed and really does improve a game in ways that save-at-will couldn't. I can't think of any, but I'm sure they're out there. The middle ground is checkpointing I can live with, as in Enclave, which I thought was a wonderful port. Fable, imo, was a wonderful game but had unnecessarily sparse checkpointing. Far Cry's approach did not do anything to improve its gameplay, and to me there was no reason it couldn't have been a save-at-will game. Warhammer 40K: Space Marine, which I loved, was a model for how checkpointing should be designed.