chanman wrote:they could possibly even implement it as a save code like an old NES cartridge that determines the player's game progress and equipment.
OH GOD
OH NO
THE HORROR
THE HORROR
chanman wrote:they could possibly even implement it as a save code like an old NES cartridge that determines the player's game progress and equipment.
Snake Plissken wrote:But its a roguelike game. There is no saving.
The Space Viking wrote:Snake Plissken wrote:But its a roguelike game. There is no saving.
Why not? What does "roguelike" even mean?
Dahn wrote:I never got to play the demo on OnLive (Damn interwebs ain't fast enough round here) but I have seen vids of people playing, as I'm sure that most of us have. There was a mad rush to get as far as possible before the time ran out.
I'm sure that is not how I'd like to play the game.
Why not have a "Save on exit" as well as save per jump?
Dungeons of Dreadmor is a Rogue-a-like and that has saves and autosaves. Sometimes you have to stop playing and will want to continue later. Or would you be pleased that you have gotten really far in the game, when there is a powercut, or you have to go out. Any kind of interruption really. After spending say an hour on your best run ever, would you be happy to quit the game knowing there was no save?
And that there is no save purely because this game is a rogue-a-like and that someone said that semantics are a good enough reason?
Personally, I'd like a save. When I'm having a good run, I'd like to carry on at a later time when I get interrupted.
It seems really daft to say no to saves for no good reason.
Just have a perma-death setting in the menu, or flat out delete the save on death.
Would this really be so bad?
Dahn wrote:I never got to play the demo on OnLive (Damn interwebs ain't fast enough round here) but I have seen vids of people playing, as I'm sure that most of us have. There was a mad rush to get as far as possible before the time ran out.
I'm sure that is not how I'd like to play the game.
Why not have a "Save on exit" as well as save per jump?
Dungeons of Dreadmor is a Rogue-a-like and that has saves and autosaves. Sometimes you have to stop playing and will want to continue later. Or would you be pleased that you have gotten really far in the game, when there is a powercut, or you have to go out. Any kind of interruption really. After spending say an hour on your best run ever, would you be happy to quit the game knowing there was no save?
And that there is no save purely because this game is a rogue-a-like and that someone said that semantics are a good enough reason?
Personally, I'd like a save. When I'm having a good run, I'd like to carry on at a later time when I get interrupted.
It seems really daft to say no to saves for no good reason.
Just have a perma-death setting in the menu, or flat out delete the save on death.
Would this really be so bad?
Snake Plissken wrote:I think you may be on the wrong forums. So far everyone in this one has been FOR implementing saves. Especially if there is a chance that the game will last longer.
dicesquirrel wrote:If you could save normally, you can "save scum" your way to victory.
+1