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Originally Posted by OnyxBMW
The fundamental difference, Firefly, is that a game with just quicksaving requires a player to constantly break any semblance of immersion the game may offer to press a key on the keyboard completely unrelated to gameplay to allow for a continuous experience through the game and, if they forget to press quicksave, then they are forced to restart from significantly farther back.
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That's not related to my point, but in any case you can deal with that using a checkpoint system.
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A game with deathwalk still has pre-set everything. If you suck, you still die, but you don't lose potentially hours of time fighting through content you already fought through to get back to where you were.
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And what happens after you die? You get resurrected, and you don’t have to worry about how to complete the encounter, because you can use deathwalk as many times as you need.
With quicksaving on the other hand if you can't do what's required, that's it – you can't progress. With deathwalk that's never a possibility, because the game will always give you as much health as you need.
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here's a nice, realistic challenge for you.
Play the game without using deathwalk once or, play the game and complete it in the fastest time possible.
These are realistic goals that exist within the game that don't break immersion or challenge.
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Yes, I agree that if you don't use deathwalk mode then the issues it introduces are gone! However the subject of the discussion is whether there
is a difference between quicksaving and deathwalk mode.
If you're saying there's a benefit to not using deathwalk mode then you're agreeing with me. Finally, I agree that user set objectives
are relevant; that was the entire point of my debate with Foxy.
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And, remember, in prey, you still have preset levels of ammunition. The only gun that has unlimited ammo is the assault rifle styled gun which, by the way, takes for freaken ever and a year to regenerate ammo to a smidgeon of what is considered "full" which, in a firefight, is far longer than you have to spare.
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That's true, but that's really only enhancing the player set challenge, because you can still complete the game with a wrench! In any case, Prey gave the player plentiful amounts of ammunition.
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Everyone's taken sides, this topic has just degraded into a worthless political debate about a non-issue in a game designed around fun moreso than challenge where, if you wished for challenge, you could still achieve it quite readily, it just doesn't FORCE any semblance of your version of challenge on those who don't wish for it.
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When you say "your version of challenge", you seem to be acknowledging that the challenge presented by a quicksave system, is different from the challenge presented by a deathwalk system, in which case the discussion can end, yes.
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I still see the challenge, I don't understand why you don't, but I know it's there.
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Oh, I'm not saying Prey doesn't provide challenge (I spent the first half of this thread arguing the opposite), just that the challenge it provides is different from the challenge a quicksave system provides.
This means that those who didn't find Prey challenging do have a valid complaint.
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However, I will no longer participate in a thread based on opinion and speculation, where neither side truly has a point based on anything beyond mere opinion.
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How can I express my point without giving my opinion? But, it's a fact that deathwalk gives the player as much health as he needs, where as a quicksave system doesn't. It’s a fact that when the player dies in a game with deathwalk, he doesn't have to do anything differently – where as in a game without deathwalk, he does.
These are differences that will have a varying effect on your experience, but you can't deny they exist.