Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If that's not incentive enough for a game that's all about reading, then there really isn't anything you could to do stop someone from save scumming.
I was waiting for someone to have this response. XD
You *can* encourage and discourage how people play a game. There *is* stuff you can do. That's what game design *is*. You can even see it in this game. Passive Checks don't present themselves (often) and thus people don't save scum them. They never see the Failure. If White Checks didn't show they were White Checks, and instead worked secretly in the background, that would definitely mitigate save scumming.
You're right that you can't change individual people but that's not the point, because this is a suggestion for game design not therapy.
I personally don't think the designers want people to save scum. If this were a table game, like it kind of is, the DM would prevent reneging dice rolls. But how do you encourage integrity when the DM isn't around? I think some of these White Check suggestions would help that.
Idea #1? People can just reload and "save" their precious skill point. Idea #2? People can just reload, because +5 XP won't be worth spending a skill point in their opinion.
The best reason not to save-scum is because you have high enough stats to be able to attempt something you otherwise wouldn't notice in the first place.
Besides that, succeeding mechanically is not always the better result. Sometimes a failure can give you better outcome. People who try to succeed at everything are going to miss out on some stuff.
It wouldn't prevent it, but yeah, I think it would mitigate it. Do you have any ideas that would work better?
Like, one thing that makes save scumming so easy is that you can save and load anywhere. Games with Save Points or fixed periods to save don't have this problem. The easiest way to mitigate save scumming would be to make saving more limited like that, but there are other ways.
I think so, too. But I think the idea of it being a Failure, with bad sounds and red flashes, makes the player feel like they lost rather than just taken a different branch. That makes them feel like becoming the scum. Then most players don't realize that "failure can give a better outcome" because the game explicitly labels it as failure.
It's hard to find an actual better solution (as in: one that'd make people roll with failure willingly) than what we already have. As it is you'd be simply giving more bonuses to people who already don't save-scum, rather than convincing the others to stop save-scumming.
*Although I am sure that dedicated people would have found a workaround. Like Alt + F4ing to avoid the autosave, or something like that.
Totally. Some games try to heavy-hand the player's behavior and it just builds some sort of animosity. Bleh.
I guess the balance of bonuses would be really important there. As it is, Successes usually only equal +5XP anyhow.
Failure give nothing, but hypothetically cost you 100XP (1 Skill Point) to retry. So getting +5XP on a loss isn't a huge math-breaker, but it might be a huge impact on player psychology.
Avoid checks that block the player (shivers...).
Avoid randomness totally.
Make sure choices are not fail/success but different ways. Like "volition is fighting vs. shivers, who wins?" wouldn't feel like a win/lose scenario but an interesting way of moving forward with the game.
So far, I've had no trouble resisting the temptation to save scum, though I'm terrible about it in a lot of other games. And if a player wants to play by save scumming, there's no real reason to discourage it through non-optional mechanics. It's still a legitimate way to play.