Original Post
i submit a perfect game would have no save/load feature. it would be designed such that somehow the player sucked up loss as part of the game thought of it as actually fun. a toy.
But the perfect game has yet to be found and i also submit _isnt_ possible. but based on the above i invoke that a games design can be measured by how little you have to save/load.
less theoretical and more practically speaking.
Baldurs gate is ruined by the save anywhere feature.
Contrast BG with FF1. In ff1 you had long walks from saves to key battles and the entire _fun_ after wards was not the battle but getting back to where you could save. the drama was intense. every step was carefully considered after doing something good.
Baldurs gate however was save fight save fight save fight load fight save. Somepeople say well you didnt have to do that. but fighting to death without save forces you to do that. also the game designers job is to hand a consistant experience to the players imo.
Consider the early nintendo wizardry. this is nintendo 1. AUTO SAVE. i now submit there is a certain element of _balls_ in early game design. In that first wizardry death was death. a party that was wiped was lost unless you formed some back up to go get them.
"ya but i didnt like that" I now finally submit that some of the popularity of online games comes from the sense of consequence. the sense that you dont get another shot adds drama to the experience.
And lastly i would like to point out there is truth to what im saying. That its sort of a design cop-out to make your work into save load save load. there is no faith in the entire game experience. the challenge and the fun. BG is the finest example its so strong in my mind. there is no doubt in my mind that BG would have benefited from a "save only in town" rule that was prevalent in early gaming.
[edited by - declspec on May 11, 2002 8:47:34 PM]