this post was submitted on 29 Jul 2023
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I mean, if you're knowingly turning on cheat codes in a game, you know you're deviating from the intended experience, but if you're doing something the software lets you do, that's something the designer is trying to tune to steer you toward having a better time. Often times you can take a dominant strategy and think less of the game for it being too easy or one-note, which can and does happen when you can exploit a save system like this. I got through the first Witcher game mostly by save scumming, and I didn't think particularly highly of it, but the sequels did a much better job of introducing me to the potions, oils, and monster hunting mechanics that would have made the game easier and more solvable without save scumming. Had I known for the first game what I knew of the sequels, I might have enjoyed the game more, but that first game especially didn't force me into learning those systems.
You're viewing games as perfect and the designers' vision as always correct. That's not always true. Take XCom 2. Many people may tell you that ironman mode (prevents save scumming) is the only real way to play but the game is buggy as hell. Not only do things not always work right sometimes the game just crashes. A buddy of mine has lost multiple save files because of it. The game doesn't force you to use ironman mode so it's not a counterargument to what you're saying but it is illustrative of the point I'm making about games not being perfect.
Also, why do you view save scumming as the dominant strategy? In reality, many difficult and unforgiving games all but force players to use specific strategies to win. Everything you're saying about gamers avoiding fun choices for optimum ones is not unique to save scumming. Many games already force players to do this and things like save scumming can actually allow players to try different builds that are less optimal.
It's like someone saying the only true way to enjoy a book is by physically reading a physical copy and that audiobooks are more optimal and therefore less fun. No. Different people just want different things.
Many of the B side challenges in Celeste I played with the 90% speed accessibility option. Trying for 30 minutes to try and get a single damn strawberry was just too much for me. I still had a blast playing it.
I'm neither assuming that a game is perfect or that the designer's vision is always correct, but the designer is intending for you to experience a game a certain way, and it's often most fun that way. If certain strategies are dominant such that they invalidate large portions of the game that are there, it usually results in that game being boring. Your mileage may vary, of course, but that's how these things tend to go. The Witcher is a much more interesting game for me when you utilize potions, oils, and monster manuals, and I found the combat to be quite boring when I didn't know how to interact with those systems and instead just reloaded saves for better dice rolls. By forcing you to play a certain way, like by omitting certain save systems, they're making sure you play the way they intended, and if the game is as good as they hoped to have made it, it will result in the most people having the best time.
Here's another example. Batman: Arkham combat is an amazing replication of what Batman is in video game form. It's one man taking on dozens of others, usually more lethally armed than he is, with some athleticism and a bunch of gadgets. You're incentivized via the scoring/XP system to never button mash, use every move in your arsenal at least once, never get hit, and to take out every enemy in the room in a single flowing combo. However, it didn't steer most players into playing that way very effectively (at least on normal difficulty), and many leave the combat system disappointed that they can beat it just by attacking with X and countering with Y.