How Shadow Gambit: The Cursed Crew made save scumming a central mechanic
Welcome to Tuesday and an especially news-y edition of the Digest. We're leading with a feature on Shadow Gambit: the Cursed Crew and then flowing right into the day's news, with headlines from Microsoft, Ubisoft, new studio Midwest Games and more.
Mimimi Games needed a touch of magic to make save scumming feel like a natural part of gameplay.
"Save scumming"—the practice of quickly reloading saves after an undesired result in a video game—brings out some really weird opinions on Al Gore's internet. Yes, it's usually not how a game is "intended" to be played, but it's a feature that only exists in single-player games where players are free to dictate how they spend their time without hurting anyone else. It literally doesn't hurt anyone why do people have such weird opinions about it we don't need to have a hot take on everything oh my god.
But! Maybe I'm looking at this problem the wrong way. Maybe people have weird opinions about save scumming because save scumming is itself "weird." Players are used to "game over" screens or fail states that dump them back at the last checkpoint, but according to Mimimi Games head of design Moritz Wagner, plenty of players—players who even rely on save scumming in games—tend to think of it as "cheating." "They feel like they're doing something that's not intended by the game, because that's how it often is games," he said, noting that players may feel "cheap" even while willingly mashing the quicksave and quickload buttons.
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1 年Wow, I'm fascinated by how Shadow Gambit: The Cursed Crew incorporated save-scumming as a central mechanic! ???? It's not often you see game design embracing player behavior like this. The idea of turning what's often considered a 'cheat' into a strategic gameplay element is genius. Kudos to the developers for their innovative approach, and thanks for sharing the behind-the-scenes insights. I can't wait to give this game a try and experience the unique challenges it offers. ?????? #GameDesign #Innovation #ShadowGambit