Seriously...Why would they need to be; they still illustrate the intended point. This is intentional; the purpose of the analogy is to impart the point using a parallel, or even unhindered perspective by using something totally different that the other person understands.
And here we agree."Build the game to the difficulty that you want it to be. Add a Save system that is appropriate for the gameplay, then add an Ironman option for the radicals out there."
*Except... for the Wild Wasteland trait in New Vegas. That should have just been the world as it was, and not require the player to waste a trait—for what was not that great anyway, but it at least had the potential to evoke the old mystery from the original games. That part shouldn't have been optional, and came across like having an embarrassing tradition, that they kept, but didn't really want to promote for those who might disapprove.
But it's not. It's a fact that for all their nonsense (and undeniable business acumen), their games are impressive art —art that is fragile almost beyond belief. For example: Oblivion has food —everywhere. There is a reason for that. The NPC AI's are designed to get hungry... but if they cannot find enough food, they go nuts, and it' gets pretty weird... Neighbor's murdering each other for the vegetables in their inventory; cascade of combats, mass pickpocketing, and casting fireballs at their pets.
The game manages to keep up the illusion of their fantasy world for three days, and then resets; I doubt they picked that number arbitrarily... That's a lot of data to keep, and to record in the save game. However, I am not an expert on their technology; others (perhaps even here) are sure to have a more technically accurate description of the limitations.
**Still, the effect is the same, and problematic for RPGs.
Same answer as Woolfe. I haven't played it yet. I am not against totems or save-anywhere mechanics (per se), I have reservations against having both, because they cannot tailor the game for each, unless they have duplicated variations on the maps. Also... they might have chosen one of the methods over another for multi-platform reasons; (or some other reason). (Hypothetically) Would you be okay with a Save-Anywhere option only existing on the PC version? Such that PC & Mac users could IGNORE the totems, or have them not even be on the maps?Wintermute_of_Cof wrote: ↑October 8th, 2018, 4:18 amGiven that, at this point, BT4 is not going to be re-designed, can you explain to me what your objection is to adding save anywhere to BT4? The game will not be re-designed, the scenarios will not be changed, instead save anywhere will be "tacked on" - what is your objection to that?
*This used to actually happen with games; back when there were platform specific versions that were constrained to the various limits of the platforms, and sometimes they just did things differently. I know of a whole series of strategy D&D games where the PC version included a turn-undo hotkey, that allowed the player to move across the map—even marginally interact with enemies, and then jump back to where they started, and have all of their action points restored. They could then do this again, and again after that... until they ended their turn; (or died from sustained damage...which was not undone by the hotkey).