Pyrian on 16/4/2017 at 21:01
Interesting. For me, "quicksave/load" abuse is always a last resort - I hate to do it. But the blunt restrictions on it in games like Invisible Inc then end up feeling heavy handed to me. IMO, if "Ironman" is going to be the default, games need to either be really short (e.g. FTL) or really forgiving.
Starker on 16/4/2017 at 21:32
With roguelikes it's a part of the genre. The goal is not to win, necessarily, but to do the best against the RNG.
Pyrian on 16/4/2017 at 21:44
As a designer, it really frustrates me when players use tools meant to allow them to maximize their enjoyment, to instead sabotage their own enjoyment. Honestly I don't know how common it is, but "solving" the problem by denying the tools... Bugs me.
Starker on 17/4/2017 at 02:16
Well, a Commandos type of game is probably fine with just having an ironman challenge mode for those who want it. Having to repeat the same level over and over again in a normal playthrough would get old very quickly.
Sulphur on 17/4/2017 at 04:08
The thing about Shadow Tactics is that it encourages you to save - it even keeps the last three quicksaves in separate slots for if you need 'em. That counter on the top of those videos? That's the amount of time since your last save. As it's a real-time game built on experimentation and multiple paths to your goals, that's a pretty thoughtful approach of embracing the average player's tendency to try methods out before committing to them.
Mr.Duck on 17/4/2017 at 07:22
Quote Posted by Sulphur
Oh, and I'm playing it in Japanese with subtitles, for that slightly more authentic flavour.
<3
Also playing (and loving) this game. Like an isometric Tenchu, but with less dumb AI. Man, I wish someone would release a worthy Tenchu game...last one, to my taste, was Tenchu 3: Wrath of Heaven for the PS2. Cripes...