I’m starting to suspect this was a deliberate design choice for classic BioWare:
- Have a game of modest difficulty. After all, it’s “all about the story”!
- Give the player frequent auto saves.
- At the end, have a sequence of wall-to-wall combat for a solid hour.
- Remove 90% of the auto-saves.
- Throw in a couple of surprise difficulty spikes.
- LOL YOU DIED AND GET TO REPEAT THE LAST 15 MINUTES OF BORING COMBAT.
I’m convinced that stuff like this is how gamers end up with immersion-shattering, flow-breaking, OCD-driven quicksave habits.
The next episode will wrap this series up.
Why Google sucks, and what made me switch to crowdfunding for this site.
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?
Marvel's Civil War
Team Cap or Team Iron Man? More importantly, what basis would you use for making that decision?
The Strange Evolution of OpenGL
Sometimes software is engineered. Sometimes it grows organically. And sometimes it's thrown together seemingly at random over two decades.
The true story of three strange days in 1989, when the last months of my adolescence ran out and the first few sparks of adulthood appeared.