
Originally Posted by
Howellren
Few would argue against there being some level of option in regards to saves. If some people want ironman, let them. If others want to save every turn, let them. But, whatever the possible options, there should be a clear central ruleset the game is designed around. If there isn't, the game will feel muddy. It should be clear what standard was intended, even if players choose other options.
Example: today people can mod games. You can change the rules of the game at will. For old she's games you can use saved states. Some games have "cheat codes". All of these things are cool, and it's fun to have options like these: however there is a clear understanding that these were not "intended" elements to the game.
Imagine if you were playing a fantasy role play. Level 1 daggers do 5 dps, swords do 50, maces 500, and spears 5000. They all cost the same at 10 gold a piece from the store, but some are exponentially more powerful. The game is completely impossible with a dagger, but you can nuke the last boss easy with a spear. Maybe you decide to start the game with a sword, but it gets too tough so you switch to a mace. You have the option to adjust your power at any time, without having to "earn" that power, and your never sure you beat the game the way it was intended. What you do know is that using the spear allows you to roll through everything so easy it's no fun, and using the dagger is impossible.
The point is, while you have full flexibility in this example, it's impossible to tell what kind of challenge level was intended. See the difference?
I for one am not arguing to eliminate player options. Let them exist. However, make it somehow clear what their intended usage for proper game balance and difficulty. Don't make me feel like I'm using a dagger when on ironman mode, but using a spear when saving every turn. That's like giving me a piece of blank paper, and telling me I have unlimited freedom to draw my own maze then beat it.