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ImpiousMonk
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Poll: Save Warnings

How do you feel about the game using a save warning screen before a choice that will have a major impact on the story? Just a black screen with text that says "Save Your Game."

The benefits of using such a screen include causing the player to think harder before making the choice and helping the player know what choice they need to reload if later on they realize they want a different outcome.

The drawbacks include possibly taking the player out of the immersive experience and potentially acting as a spoiler as well by letting the player know that the a choice which may not seem that important will in fact lead to some important different outcome later.

Comments

I don't know if it's even possible, but an option to toggle save warnings would be perfect

Giovanni Stazzone

I support having the warning to prevent save scumming and only saving what matters makes more sense. Going through too many save pages and having to think back too much can break immersion more than what some people believe to be a spoiler to break immersion since forcing players to overthink later does the same and thoughts can spiral toward trying to figure out sets of choices which can take the enjoyment out of playing a game versus making into a life simulator. If you can prevent something and save someone trouble? Why would you not? Some bizarre need to test people and force unnecessary extra PT and combinations? I have done this and it can be fun but it's all time intensive and at some point needless. Thank you Monk for thinking of something to prevent needless PT and save scumming.

Kai Guy Incognito

I'm big on games with branching (the harem shit is played out) so I can get behind a warning that lets you know about an upcoming branch save. But also, I'm conflicted because spoilers are trash. So if a toggle is possible, I would probably use it for secondary playthroughs just to make sure I don't miss the content you're bringing us.

briketsNbiscuits

I'd make it toggable on the options screens during game launch but definitely not a default setting. As others have said it, adding as a default takes player out of the game because now it influences decision making and kind of acts as a walkthrough.

Thisisthewayofthesword

I think the immersion will not suffer that much from the screen. The alternative, if you worried is a symbol appearing during the choice screen. It's less intrusive (maybe?) since the game and dialogue are still on the screen

Kaze

After reading some others comments...I believe having warnings optional included either at start of game or in settings where you can toggle on/off to your preference would probably be the best way. I hate having to backtrack to a previous bad decision to undo a bad outcome/ending or worse having my choices limited/restricted due to a previous bad decision made in game. I have restarted and replayed certain games where there is no clear direction/path to desired ending and eventually gave up after multiple attempts to get a special ending.

Joshifan

I personally think it's totally bad to have a warning. Immersion is one thing but the "spoiler" factor is a major one here. Think about it, it's like real life. When you make a choice based certain factors, circumstances and emotions it's impossible to know what sort of impact this choice will have on your life, it should be the same in AVN. Sure it's a game, a creation from somebody you don't know with a limited number of choices, outcomes and combinations of factors but still it should "simulate" real life decision making as much as possible. I'm still glad you've asked Monk

Jacek Wiśniewski

I think it should be optional. I see it as a walkthrough that takes the uncertainty out of the first game.

Bubaldo

I think a toggle would be best. Having it on would potentially spoil you for choices that may at first seem insignificant. For some players though, they'd prefer not to be hurt by previous actions that weren't clearly signposted. An example being using the software to get the information. That was clearly marked as not coming back to bite you later. I would have preferred not to know that, even if it does in the end have no downside.

Pennel

Given the amount of Ren'py users who complain about not being warned or able to save because of an important decision, I would say that is may be something to toggle on or off so they know and act accordingly. I mean these are basically like the old D&D books that give you options (This choice, turn to page 30.) and if they didn't like it, can always turn back or take the other option. Personally decisions should matter and have consequences, so I don't mind if I only get one choice and have to go back if I don't like it. But honestly, I have no preference. I would say make it toggleable.

Wolvy

For me, such warnings are very disruptive and can break my immersion as it's hard to ignore them. So if you introduce them, and if it's not too much effort, please allow us to switch them optionally off. I would appreciate that very much. My opinion on this is that if it's required to explicitly tell the reader that the following decision is important and impactful, then perhaps the scene just doesn't do the decision justice and could be revised to amplify it. Okay, there may be cases where the repercussions of a decision that seems harmless and innocent at the time may have dire consequences in the future. But then again, it's not good to tell the player this right away because it takes away the surprise when we learn about it later. Uncertainty is not a bad thing per se. I think most stories benefit from a certain amount of uncertainty. I also think that the type of player who just wants to see everything and constantly reloads savegames will save before every decision anyway. So will this really benefit them at all? I doubt that. That would only be the case if some decisions are so inconsequential that it simply would never make sense to reload and do them differently. In that case, the question should be why they exist in the first place.

Callisto

My typical playing style is to save before a choice. I like the option of playing multiple paths. I have selected No preference. I am not sure how much extra work it would be to add this type of warning. I prefer you focus on the story.

JAS

I don't like it. As a player I should think about decisions every time. To know which decision has major impacts should be a result out of the game and not because of a warning screen. Also it's a kind of spoilering. It's your call because it's your game. Maybe you could implement this in the game by option for people who want this.

Tremonia

I like the idea of warning ... but maybe something like a little notification bubble rather than a full screen thing if you're concerned about immersion. But I'm voting no preference.

wibble

I don't like them. It's too spoilery, and sends the message that the other choices don't really matter anyway, and if that's the case, why have them at all?

jufot

Actually wish more AVN's had this save feature, but I normally try to save at any point where a decision could effect game.

Joshifan


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