![]() ![]() I pressed Esc, saw the "Do you want to exit the game?" prompt, and saw the warning that "Any unsaved progress will be lost".Īt that point I realized that I had not noticed the autosave symbol at any time, so I was unsure as to whether exiting the game would keep all my progress or not. I then played and completed the first mission, and wanted to exit the game afterward. I then read through the manual, which did not have any information about autosaves. I saw the screen that informed me about the game having an autosave feature - good. I can describe my own user experience to you, it may help you understand. To better understand the confusion, maybe you could tell us why you were looking for a save option initially, why you feel it's important that the game shows you it's saving and how you feel the current implementation diminishes your experience? Last but not least: how would you prefer to see it instead? Thanks! While I don't think that it's a huge problem, I have to agree with elQueFaltaba's take on this matter. Originally posted by LuGus Studios:So far no one has taken issue with this, but it would be bad practise to dismiss this concern, each piece of feedback is important to us. To better understand the confusion, maybe you could tell us why you were looking for a save option initially, why you feel it's important that the game shows you it's saving and how you feel the current implementation diminishes your experience? Last but not least: how would you prefer to see it instead? Thanks! So far no one has taken issue with this, but it would be bad practise to dismiss this concern, each piece of feedback is important to us. Again, this is not unique to Midnight Protocol. That's why the game saves when it does, in the moment. Midnight Protocol tries to be an immersive narrative driven game where choices and actions matter on the exact moment that they happen, not afterwards. Midnight Protocol doesn't show you an in-your-face save graphic because it does it constantly, and its not important for the experience that the player is constantly reminded of it. I personally consider automatically saving (instead of forcing players to do it manually) a good UX experience, not a bad one. Many modern story-driven games don't want players to have to think about immersion breaking things like "saving" and "loading" when they are teling a story and offering choice. ![]() Not the best of UX, is it? Thank you for your feedback!
0 Comments
Leave a Reply. |