Save Points VS CheckPoints

Post » Tue Jul 02, 2013 11:24 pm

I've read a thread in another forum that discusses whether or not a Checkpoint system or a Save Point system should be included in The Evil Within:

http://evilwithin.net/forums/viewtopic.php?f=3&t=162

I can understand why Bethesda would want checkpoints in the game, because the average modern gamer seems to have a short attention span.

But on the other hand, I think this just destroys the horror in the game, something Bethesda is focusing on heavily in their marketing...

That's why I think Save Points should definitely be included instead of CheckPoints...They can balance the Save Points to make sure they are not frustrating... And the thread I linked to above got some other solutions as well.

But in the end of the day, I think a Save Point system is a must.

What say you?

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Tracy Byworth
 
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Post » Tue Jul 02, 2013 9:06 pm

Agreed, though there isn't much difference to a checkpoint or a savepoint, depending on how both are implemented.

Why save points are better than Checkpoints:

Visible, can represent something meaningful when saving the game and players have some choice over when to save or not.

Can cost resources to activate.

Those are the only strict differences between a checkpoint and a save point. Save points are the best but sometimes a combination of the two works.

For a game like this save points are preferable, especially if they cost sparse resources to activate.

That's an assumption many pubs/devs make. If it is true and most modern gamers do have a short attention span for games this would only be because the industry made the majority of them this way.

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Portions
 
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Post » Tue Jul 02, 2013 2:56 pm

I would hope for save points, but I'm also not sure what to expect. We'll just have to wait and see.

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Dan Scott
 
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Post » Wed Jul 03, 2013 12:48 am

Checkpoints saves your progress automatically after very short periods of playtime.

Save Points are manual, and are reasonably far from each other.

That is the main difference.

Checkpoints takes a crap on the horror element, because you know you can repeat that encounter a bazillion times until you succeed. There is no consequence for death.

Save Points would make the player repeat all his progress after dying... Making it more important and meaningful... The player will fear death.

For a Survival Horror, Save Points are a must.

Checkpoints is a big no-no.

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^~LIL B0NE5~^
 
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Post » Tue Jul 02, 2013 2:22 pm

That is not a strict rule a checkpoint system has to follow.

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Mark Churchman
 
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Post » Wed Jul 03, 2013 2:56 am

No, but that's how checkpoints were used in pretty much every game I've played. I'm referring to its practical implementation in videogames.

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Everardo Montano
 
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