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You are able to do what you want to do (save games at will), you just don't want to learn to shuffle the files around yourself.
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Yeah, personally I don't see why the stats of units are shown when clicking on units in the game either. Players should learn the strengths and weaknesses of each unit by observing them in battle, but they just don't want to, the lazy bastards, and fall back on complete knowledge easily available at their fingertips.
Now in MY day we had to deduct, BY HAND (heads weren't invented yet), the properties of the soldiers we sent into battle, and as
each of them were unique, we had to make generalised assumptions about their capabilities and send them off, by jingo, to show the enemy the taste of cold steel - or rather, we would have done, had steel been invented. As I grew older, sinister forces began introducing such information
directly in the manual!!! This led to people actually KNOWING STUFF when they took the time to leave the game and read the manual.
But these days!? Pfah, everybody is too lazy, and the information is right in the game instead of being where it belongs, comfortably outside the game requiring players to divert their attention from what they are actually doing. That sucks. Why, I've heard that some people even - yes, I know it leaves a bad taste in the mouth even to discuss it -
click on a stat to get EVEN MORE INFORMATION because they are not "satisfied" with the wealth of information provided to them gratis!
They claim it makes the game "funnier" and "more user friendly", but we all know what it is an excuse for, don't we? Communism, that's right, and the worshipping of idols, and they don't even had to look up the stats of THOSE in obscure places to be able to build them in the first place.
Players just don't want to learn to shuffle the brain cells around themselves, these days, lazy bastards that they are.
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The programmers apparently don't want a quick save feature in their game. Should they be forced to do something they don't want to do?
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Forced to? Ultimately, none of us have the ability to force them to do anything. We
do have the ability to urge them to introduce something that is a common feature across most games across most platforms and which is, widely, considered a boon to players - the ability to save at any time and later recall that save.
As for the tools talking about "the time spent on coding GUI to load/save in windows/mac/linux"... FWIW, it is already there. You can already save/load games, it just happens at specific times with specific names.
If you REALLY don't want to have the complexity of an "enter filename here", it isn't a major reshuffle to take a game named FOO and save games by hitting CTRL+S (to make it hard enough to mistype for the hardcore oldtimers who despise anything that might, inadvertently, make them play differently from they've always done, heck, make it CTRL+X CTRL+S if you really want to cater to the crowd) as
FOO/turn%05d/<files>
And use the exact same nomenclature when saving at end of a session/uploading to host. Heck, you could have an "autosave every nth turn" that would save as
FOO/turn%05d_auto/<files>
[Anyone playing a game for more than 99999 turns need to be hospitalized anyway]
And, when loading (and it is quite OK if the only place to load a game is from the main menu so you don't have to code the major GUI changes in the game screen), you get a menu with
FOO1
FOO2
FOO3
...exactly as now, then, when selected,
you get a menu with the contents of the directory you selected in alphabetical order (and don't any of you dare claim that this is difficult, as it is already done with FOO1, FOO2...), with the bottom item selected as default (== highest numbered save)
Am I annoyed by this at the moment? Yes, I am. My current agitation is not just because it is simple to implement and something that has, over time, shown itself to be a great boon to players, it is also because a recent game played of Dominions 3 suffered from corruption and with the save game corrupted too, I had to abandon it on the spot. If I had had prior saves, I could have reverted to the last save that worked losing some time but not having to start all over. Had it happened in MP, that game would have eliminated me as a player with NOBODY of the participants or the host having anything they could possible to do about it. I'd hate that - and I'd hate it happening to others.
And yes, I could write a script to take care of copying saves outside the game, but I really, really, shouldn't have to - nor should other players, especially the less computer literate.
And for those who STILL think that "I learn more by not having the ability to save*/I would be tempted, I prefer to avoid temptation rather than confront it/I am oldschool and did a naked ascension in Nethack**, who would ever need a save" - that's why most games that provide 1-save-per-game provide it as an ironman**** mode you can CHOOSE to set at game creation (so you are bound by your choice throughout the game and cannot get "tempted" once you've made your choice).
* Note that the "YOU learn more by not having the ability to save" people are not worth listening to since they are acting against others, not for anybody.
** I actually did that many years ago.***
*** Do you believe me on that? I sure hope not, that would be masochistic beyond belief even for me, way too many random death factors to be fun - for me. Your sense of fun might rightfully differ.
**** Yes, it could be named "Classic Dominions: Only Wusses Don't Enable This Option" if that would make you feel better.