Newsgroups: comp.sys.mac.games From: email@example.com (Jason Jones) Subject: Re: PiD gripes Message-ID: <1993Sep3.firstname.lastname@example.org> Sender: email@example.com (News System) Reply-To: firstname.lastname@example.org Organization: University of Chicago References: <email@example.com> Date: Fri, 3 Sep 1993 19:36:14 GMT Lines: 41 In article <firstname.lastname@example.org> email@example.com (Chilvarous and Confused) writes: >firstname.lastname@example.org (SuperUser) wrote: > >> So, where exactly is the challenge in this? Any moron could make it through the >> game by just fighting a monster over and over again, with no real fear of dying. >> Because he can always easily fight the monster again. Where is the fear of >> death with such a game? > > According to your line of reasoning, there should be NO option to save >the game at all! I'm interested in feedback on this, but here are the reasons Bungie changed the saved game system for Pathways between the demo and the release version: It is too easy to save in the demo. Nobody thinks about saving-- they just do it. If you could save like this in the release version, it would be too easy to brick yourself in a corner: "Uh, I don't know why I saved with 0.2 vitality with that bone four inches from my nose." (trust me, it's been done). Or even worse, "Yea, sure I saved after I drank that Red Potion-- but it didn't seem to do anything, what do you mean I need it?!" The save dialog forces people to THINK about what they are doing, and better yet it easily supports (and even encourages) players to keep multiple saved games around without having to resort to the Finder. The save runes (as someone previously said) allow an additional level of difficulty to be added to the game, but more importantly they make dying mean something in the release version. In the demo, dying was meaningless: if you died, you just reverted to the game you had saved a few minutes (or seconds) previously. In the release version, dying sets you back. So you don't want to die. IMHO, this makes game is more exciting when you're in a dangerous situation. jason.