Hagan
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I've played many a game that had a horrendous checkpointing system.
The game forces a series of events in which the player has to perform (possibly) a multitude of tasks before a checkpoint is reached -- and should the player die or fail to perform certain tasks or objectives given, they are required to do it all from the last reached checkpoint (which could easily be 10-15 mins with of gameplay that must be re-done). A time-consuming implementation (for lack of a better word).
Games should be a challenge - but, it's no challenge when it becomes a frustration or annoyance.
Do you think/feel that checkpoints should be more frequent, as I do?
If so, why? State your opinion on this matter?
If not, why? State your opinion on this matter?
The game forces a series of events in which the player has to perform (possibly) a multitude of tasks before a checkpoint is reached -- and should the player die or fail to perform certain tasks or objectives given, they are required to do it all from the last reached checkpoint (which could easily be 10-15 mins with of gameplay that must be re-done). A time-consuming implementation (for lack of a better word).
Games should be a challenge - but, it's no challenge when it becomes a frustration or annoyance.
Do you think/feel that checkpoints should be more frequent, as I do?
If so, why? State your opinion on this matter?
If not, why? State your opinion on this matter?