Playing Past Your Mistakes
758K views · Sep 11, 2018 · Gaming
Comments · 1.6K
@3alec · 8 years ago
"So Mark, what would you say is the first step to creating a great ga- "<br>"Far Cry 2"
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· 8 years ago
Great video ! I most often find myself <b>save-scumming</b> in games with dialogue wheels... because they never actually show what you are picking, they just give a vague idea of what that thing you're about to click on, actually is. So I very often find myself reloading a save, because suddenly what I thought was a passive question, turns out to be an aggressive insult out of nowhere.
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@Rycluse · 8 years ago
One of the biggest things that keeps me savescumming from a story perspective is that character permadeath often leads to a vastly worse story. Making it possible for party members to die in combat sounds like a neat way to amp the stakes, but if that character has an associated storyline you might find yourself unexpectedly cut off from that content. I'd love to see a game with alternative character quests if a character dies. Maybe it could be a "carry out their legacy" thing if that character had some goal they wanted to achieve, so you could achieve it in their stead and get an additional bittersweet ending if they aren't around to see it.
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@morganafreeman6614 · 7 years ago
You may be surprised by what happens next. <br><br>"Quest failed"
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@subprogram32 · 8 years ago
'Failure Spectrum' is a new term I heard today, and one which is rather fasinating in concept too. Having a game evolve rather than just stop and rewind on mistakes is certainly more interesting, if done well of course.
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@greenredblue · 7 years ago (edited)
“Given the opportunity, players will optimize the fun out of a game.”<br><br>So true. When I first played Dishonored, I very much wanted the achievement for never getting spotted and I was constantly save scumming. The game was... okay. Then I went back to do the high chaos playthrough and didn’t care about being seen, and suddenly the game was <b>amazing.</b>
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@SeeASquaRE · 8 years ago (edited)
The Karl guy had the best quote ever in gaming history<br>"Hello, I'm Karl."<br>-Karl<br>Such inspiration.
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@Selestrielle · 8 years ago (edited)
If you're making a stealth game with a level scoreboard and want to avoid people save scumming, a good way is to replace vague "stealth scores" with factual stats. Getting an 82%% stealth score, or a C+ letter grade feels like crap because your player thinks they played sub-optimally. But getting a screen that says: you incapacitated this many people, you let this many witnesses escape with their lives, etc. lets the player decide what exactly an "optimal" stealth run is to them.<br><br>I feel like I've save scummed the most when I've played games that gave me a letter score or a percent grade at the end of the level, because I was never sure what would count towards that score. So I tried to put myself in the developer's head and play in the "best" way possible, even if it wasn't as fun to me.
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@Razurus · 8 years ago
<a href="https://www.youtube.com/watch?v=Go0BQugwGgM&t=345">5:45</a> "Reload their save game" - as you reload the shotgun.<br>"Thrown off course" - as you launch a molotov.<br><br>You cheeky boy, Mark.
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@djdievjfkfjwhks · 8 years ago
Literally saving before every main skyrim quest because of bugs..
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@AnonymousBadassery · 8 years ago
I actually had this happen when playing the new hitman for the first time the other day. I messed up in the first mission (after the tutorial) and got found out very early on. Instead of quitting out I decided to play it out and see what happened, and lo and behold around the first corner I darted was my first target, so I took him out, punched out a few more guards, and then managed to actually disappear and disguise myself. <br><br>My brother and his friend were cracking up the whole time because they couldn't believe I actually managed to get away. You get a lot of interesting and entertaining moments when you play things out.
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@Netist_ · 8 years ago
Kingdom Hearts 2 has an interesting mechanic in this regard. As a fast paced action RPG, it's not a game you'd typically save scum anyway. Normally, you die and the try again from the last room or load a save. However, KH2 actually <b>adds</b> a failure spectrum through the addition of Mickey. In most boss fights, death has a chance to trigger being saved by Mickey, where you play as him. You're able to damage the boss as Mickey, but your main goal is to charge up his healing spell in order to restore the party's HP. After casting the spell, Mickey disappears and you get another chance as Sora. Instead of feeling like you've failed, it mixes up the gameplay a lot, since there are entirely different mechanics at play.
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