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"Add DoSinglePlayerAutoSave() to the module OnRest script."
in that case the game would always save automatically, whenever you use the rest function. So you won't have to bother about interupting the game everytime saving to prevent sudden losses. You kinda gamified the save system that way, which I prefer actually anyway.
I agree that savefile management should be a thing of the past in modern games, but that's something thats hard to streamline, considering pc players are so attached to it.
I can totally understand his viewpoint, any time you open up the menu you break immersion, even more so if you constantly save and reload.
You shouldn'T have to care about something like "saving" in a game, this should be task of the developer.
In my honest opinion this kind of approach to pc games seems quite outdated, but people always defend if with saying "crpg's were always like that"
yeah yeah sure sure, you know what always existed too? Lifes in Plattformers and still though they were removed.
Modern games like Elden Ring show you how you make more immersive experiences, make the game save always in the background and remove a failstate that forces you to reload your game. In the context of Neverwinter nights it could be simply the teleport back to the tyr temple which already exists. In that case you could also prevent the allure of savescumming at all, by I know people will defend it religiously. I can only say having to deal with your rolls can be interesting as well.
I mean, you *can* get immersed in a fantasy world, I'd rather question what makes a resting progress bar or stat and inventory tetris windows with several tabs so more immersive than a quicksave button. ;)
As for emmersive play... If your character died. Just start from the begining. No need for loading aside session pause.
You would ask player to quit themselves which would be hard to pull to hard off if you are attached to it, for good reason videogames offer permadeath modes so the game does it to you instead.
Better yet, the game should automatically erase itself from your harddrive and make sure you can never install it again, so that you won't run the risk of getting into the same situations and conversations again with a new character, because that would be completely unrealistic and immersion-breaking! ;)
Well there is a balance to everything. That's why both approaches are not the most ideal in my opinion.
As Chocos Ramabotti said, there's a balance to everything. Of course, you will never be fully immersed in the game world as if you were there, but I'd say the more you manage to shut out everything else and concentrate on the game, the more immersed you are.
When I play games I'm still totally aware I'm playing a game, of course, that goes without saying, and the screen is still just a rectangle in a room full of distractions, yet I manage to fully concentrate on it and blend out / ignore most of the distractions as long as I'm entertained. Everyone will define immersion and the limits differently for themselves, but personally, for some reason I need the game to fill the screen. I'm not too distracted if the game is framed by the borders of my monitor and the room beyond it, but seeing other non-game parts like the desktop background or the task bar, other apps that I could switch to at all times ON-SCREEN, that would take me out of the game too much somehow, and I would call that (for myself) immersion-breaking. (Game menus don't bother me though.)
Thanks for the info.
// Lets Auto save it for them in-case they don't, and for those
// unavoidable crashes that seem to happen when you least expect it.
void DoSaveGame()
{
object oPC = GetEnteringObject();
AssignCommand(oPC,ClearAllActions());
if(!GetIsPC(oPC))
return;
int nDoOnce = GetLocalInt(OBJECT_SELF, "DO_SAVE_GAME_ONCE");
if(nDoOnce == 1)
return;
SetLocalInt(OBJECT_SELF, "DO_SAVE_GAME_ONCE", 1);
DoSinglePlayerAutoSave();
}
void main()
{
DoSaveGame();
}
I get that some people want to recreate the games console experience, but the ability to make multiple saves manually is a positive benefit of games originally designed for desktop.
In a lengthy RPG campaign like this, if you realise later on that you made a bad decision, there's no way to get back to the decision point if you keep overwriting the autosave. Same applies if you hit a bug or get into a boss fight which lasts many minutes before getting killed.
There's no right or wrong here, but my preference is