It allows the player to quickly disengage from challenges they are not yet prepared for. There is a good reason, why the ability to warp to the last checkpoint without dying is important. This can happen if the threat of dying is so much worse than inconvenience of restarting the game, for example in Hollow Knight, at first I considered bench warp to be an exploit but when I played Steel Soul and not exploiting this mechanic meant loosing 4 hours of progress, I too started abusing it. While not obvious to most players and somewhat cheesy, once the player realize they can escape any situation, they will eventually start to abuse it. Second, this grants a hidden ability in the game, that allows the player to warp to the last checkpoint at any moment in the game. Personally, I find it less frustrating and unfulfilled to just turn off the game without completing an objective than rushing to the next checkpoint and dying in the process, getting even further behind. Implementing auto-save will not ruin the pace but add player agency for those situations when they absolutely cannot continue or remove the need to continue under stress, because they are needed somewhere else ASAP. For that reason, in a well designed game, players would rarely stop playing mid-checkpoint even if their progress was saved, because they would lack the sense of completeness that comes from reaching the safe spot. In theory, checkpoints are meant to create a pace for the game, the difficulty spikes between one checkpoint and another are carefully designed to create the best experience for the player. If I need to stop playing right this moment and cannot continue, all my progress is lost for a reason not related to the game itself. Why I believe auto-save on exit is betterįirst, it's a hostile design. But from game design standpoint this doesn't make sense to me for several reasons. Yet for some reason every game I played that implements checkpoints always implements the first and not the second option.įrom the development standpoint, I can understand that the first option is easier to implement. In a game with checkpoints, after exiting and loading back a game one of two things can happen: either the player is warped back to the last checkpoint or the player is placed back more or less where they left with the same amount of health/mana/ammo/whatever as when they quit the game. After saving, the game automatically turns off and upon reentering, spawns the player character at the beginning of the level where they saved and that mid-dungeon save gets destroyed. Examples of the games I played that relate to this problem would be Hollow Knight, Legend of Zelda games for 3DS (including remakes), Castlevania series, Metroid series, Ori games (in "The Blind Forest" you still get warped, but to a player-set checkpoint).Īs an example of a game that does what I see as a better option, Shining Soul II allows the player to save at any point in a dungeon. My question specifically relates to open-world/metroidvania games. It does make a lot of sense to always restart from the start of the level in genres I wasn't even thinking about when writing the question. Please excuse me, if this is a duplicate.ĮDIT: After receiving the first answer I realized this is too broad of a question.
#Portal knights savegame tv#
I am not at all certain I would have been as enamored as I am if I had to sit at a computer or my tv every time I played.This seems like a common question but I couldn't find it anywhere. I still argue that Portal Knights is a darn good game for someone’s Switch library. But maybe in another dozen hours it will be old hat. Said water continued to waterfall into new rooms as I went down the dungeon. I had one moment last night that had me poking behind an odd wall only to discover it had a lake behind it and the room filled up with water and jellyfish as I tried to plug it back up. I love trying to figure out what is hidden behind some odd wall or under some out of place flooring. They seem to offer more combat variation than I am used to in a crafting game.Īlso, for a procedural game, it is filled with cool exploration nuggets. The monsters are more diverse than I expected. I had a Zelda like trials one and another had an old world overrun by very tough critters making combat really intense.
![portal knights savegame portal knights savegame](http://www.savegameworld.com/wp-content/uploads/2019/12/PS4-Peasant-Knight-SaveGame.jpg)
Events are popping up all over and they seem to offer a lot for a Minecraft game. I have a Mage and I am now getting some tier 2 spells going. I’ve gone through about 6 portals and I am still enjoying finding new areas and progressing my gear/ crafting options.