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	<title>Comments on: Resonance Developer&#8217;s Diary #6: Death, rewind, death, rewind</title>
	<link>http://xiigames.com/2007/11/26/resonance-developers-diary-6/</link>
	<description>Now in grayscale!</description>
	<pubDate>Tue, 06 Jan 2009 09:26:39 +0000</pubDate>
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		<title>by: Matt</title>
		<link>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-19606</link>
		<pubDate>Sun, 27 Jan 2008 18:09:35 +0000</pubDate>
		<guid>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-19606</guid>
					<description>Hi Vince,

I think those three modes sound like a fantastic option.  It gives the player plenty of choice over how they'd prefer to play the game, yet incorporates all the aspects of the &quot;Rewind&quot; mode that you were keen to see implemented.

It might also provide a little extra replayability for those who want to take on the challenge of solving the game in different modes.

Thanks so much for listening to my comments, and I only hope that they've been constructive and helpful.  I love the new screenshots and I'm very excited to see how &quot;Resonance&quot; develops!

All the best!</description>
		<content:encoded><![CDATA[<p>Hi Vince,</p>
<p>I think those three modes sound like a fantastic option.  It gives the player plenty of choice over how they&#8217;d prefer to play the game, yet incorporates all the aspects of the &#8220;Rewind&#8221; mode that you were keen to see implemented.</p>
<p>It might also provide a little extra replayability for those who want to take on the challenge of solving the game in different modes.</p>
<p>Thanks so much for listening to my comments, and I only hope that they&#8217;ve been constructive and helpful.  I love the new screenshots and I&#8217;m very excited to see how &#8220;Resonance&#8221; develops!</p>
<p>All the best!
</p>
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		<title>by: xii games &#187; Blog Archive &#187; Vince is a good listener</title>
		<link>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-19346</link>
		<pubDate>Wed, 23 Jan 2008 13:29:03 +0000</pubDate>
		<guid>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-19346</guid>
					<description>[...] Most people have probably missed the exchange that&amp;#8217;s been going on between myself and a mysterious masked man named Matt over in the comment section of Dev Diary 6. He brought up some very valid points about the rewinding system I&amp;#8217;ve implemented in Resonance, and through this conversation with him, I&amp;#8217;ve come to realize a better way to handle things to please more players. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Most people have probably missed the exchange that&#8217;s been going on between myself and a mysterious masked man named Matt over in the comment section of Dev Diary 6. He brought up some very valid points about the rewinding system I&#8217;ve implemented in Resonance, and through this conversation with him, I&#8217;ve come to realize a better way to handle things to please more players. [&#8230;]
</p>
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		<title>by: Vince Twelve</title>
		<link>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-19314</link>
		<pubDate>Wed, 23 Jan 2008 01:39:58 +0000</pubDate>
		<guid>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-19314</guid>
					<description>Ok, I've been thinking about this.  I'm considering adding an option when you start a new game to choose how you want to play:

1) Classic mode.  This is just like the usual adventure.  If you die, you must start from your last save.  There is no point system.

2) Safe or &quot;Rewind&quot; mode.  If you die, the game will allow you to rewind an unlimited number of times until you get it right.  Players will not need to save except when exiting the game (though they may still save at any time).  There is no point system.

3) Limited Rewind or &quot;Rewind Challenge&quot; mode.  In this mode, the point system is implemented, accumulating points when you achieve certain tasks in the game.  If you die, you must spend a certain amount of points to rewind the game and try again.  If you run out of points, you must restore from a saved game.  The player may still save at any point during the game.  (Though I may possibly disable saving during the critical scenes during which death is a possibility.)

I think having these three choices at the beginning of the game will benefit everyone, and each player can find a mode that fits their playing style.  What do you think, Matt?</description>
		<content:encoded><![CDATA[<p>Ok, I&#8217;ve been thinking about this.  I&#8217;m considering adding an option when you start a new game to choose how you want to play:</p>
<p>1) Classic mode.  This is just like the usual adventure.  If you die, you must start from your last save.  There is no point system.</p>
<p>2) Safe or &#8220;Rewind&#8221; mode.  If you die, the game will allow you to rewind an unlimited number of times until you get it right.  Players will not need to save except when exiting the game (though they may still save at any time).  There is no point system.</p>
<p>3) Limited Rewind or &#8220;Rewind Challenge&#8221; mode.  In this mode, the point system is implemented, accumulating points when you achieve certain tasks in the game.  If you die, you must spend a certain amount of points to rewind the game and try again.  If you run out of points, you must restore from a saved game.  The player may still save at any point during the game.  (Though I may possibly disable saving during the critical scenes during which death is a possibility.)</p>
<p>I think having these three choices at the beginning of the game will benefit everyone, and each player can find a mode that fits their playing style.  What do you think, Matt?
</p>
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		<title>by: Matt</title>
		<link>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-19100</link>
		<pubDate>Sat, 19 Jan 2008 12:45:39 +0000</pubDate>
		<guid>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-19100</guid>
					<description>Hi Vince,

Thanks for responding to my comments in depth and with such good grace!  I appreciate the absolutely colossal amount of effort that everyone on your team is putting into this game, and it's all too easy for someone like me to shout comments from the sidelines.  You've obviously put a lot of thought into this system, and I'm sure that will come across in the final product.

As long as the rewind option is only automatically cued *after* a *fatal* event, and if - as you say - the save / restore system is still in place, then I think I could be at peace with the rewind system, even I chose personally not to use it.

I would strongly suggest, however, that the rewind is *never* called up automatically, and that the points counter only visible if the player makes it visible, or maybe only when they access the rewind interface.  You might even allow the player to disable the rewind mode entirely.

I see what you're saying about the rewind option being more &quot;organic&quot; to the story, but I think I disagree.  After all, you're still engaging with a UI in order to interrupt gameplay and restart it at a different point.  Some people (me included) might even find the fact that it's prompted *automatically* after you die to be invasive.  It would never be *truly* organic unless it was a geniune part of the story - e.g. if your player character was Hiro Nakamura from &quot;Heroes&quot; and actually possessed the ability to rewind time.  (Now there's a thought ...)  I guess my point is, since I'd have to interrupt gameplay either way, I'd rather interrupt it with a system with which I'm already familiar.

I'm also not sure you're really punishing poor gameplaying, since - if the points are so easy to earn - it might almost be as easy to blunder into a mistake and rewind as it would be to blunder into a mistake and reload.  Adversely, if the points *were* hard to come by, then you'd be unfairly punishing players who were quicker to overcome their obstacles.  However, this is more a matter of personal perspective and gameplaying technique.

Ultimately, as long as you leave the option in the player's hands, then that's all that matters.  I think it was the &quot;automatic&quot; and &quot;always visible&quot; part of the idea that really bugged me - anything that robs me of the decision to play the game the way *I'd* like to play it.  (Like most gamers, I'm immensely selfish that way :)

I should take a brief moment to add that everything else you've mentioned - multiple puzzle solutions, in-game consequences - plus the graphics and story I've seen / read about so far - all sound absolutely amazing, and I can't wait to see this game completed.

Best of continuing luck!</description>
		<content:encoded><![CDATA[<p>Hi Vince,</p>
<p>Thanks for responding to my comments in depth and with such good grace!  I appreciate the absolutely colossal amount of effort that everyone on your team is putting into this game, and it&#8217;s all too easy for someone like me to shout comments from the sidelines.  You&#8217;ve obviously put a lot of thought into this system, and I&#8217;m sure that will come across in the final product.</p>
<p>As long as the rewind option is only automatically cued *after* a *fatal* event, and if - as you say - the save / restore system is still in place, then I think I could be at peace with the rewind system, even I chose personally not to use it.</p>
<p>I would strongly suggest, however, that the rewind is *never* called up automatically, and that the points counter only visible if the player makes it visible, or maybe only when they access the rewind interface.  You might even allow the player to disable the rewind mode entirely.</p>
<p>I see what you&#8217;re saying about the rewind option being more &#8220;organic&#8221; to the story, but I think I disagree.  After all, you&#8217;re still engaging with a UI in order to interrupt gameplay and restart it at a different point.  Some people (me included) might even find the fact that it&#8217;s prompted *automatically* after you die to be invasive.  It would never be *truly* organic unless it was a geniune part of the story - e.g. if your player character was Hiro Nakamura from &#8220;Heroes&#8221; and actually possessed the ability to rewind time.  (Now there&#8217;s a thought &#8230;)  I guess my point is, since I&#8217;d have to interrupt gameplay either way, I&#8217;d rather interrupt it with a system with which I&#8217;m already familiar.</p>
<p>I&#8217;m also not sure you&#8217;re really punishing poor gameplaying, since - if the points are so easy to earn - it might almost be as easy to blunder into a mistake and rewind as it would be to blunder into a mistake and reload.  Adversely, if the points *were* hard to come by, then you&#8217;d be unfairly punishing players who were quicker to overcome their obstacles.  However, this is more a matter of personal perspective and gameplaying technique.</p>
<p>Ultimately, as long as you leave the option in the player&#8217;s hands, then that&#8217;s all that matters.  I think it was the &#8220;automatic&#8221; and &#8220;always visible&#8221; part of the idea that really bugged me - anything that robs me of the decision to play the game the way *I&#8217;d* like to play it.  (Like most gamers, I&#8217;m immensely selfish that way :)</p>
<p>I should take a brief moment to add that everything else you&#8217;ve mentioned - multiple puzzle solutions, in-game consequences - plus the graphics and story I&#8217;ve seen / read about so far - all sound absolutely amazing, and I can&#8217;t wait to see this game completed.</p>
<p>Best of continuing luck!
</p>
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		<title>by: A rather reasonable Resonance update &#124; Download Free Games, Free Download Games, Download Shareware Games</title>
		<link>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-18997</link>
		<pubDate>Thu, 17 Jan 2008 13:12:11 +0000</pubDate>
		<guid>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-18997</guid>
					<description>[...] As this will apparently be the last developer&amp;#8217;s diary on Resonance for the next few months, I thought I&amp;#8217;d let you lot know. Oh, and also had the weird feeling it would be wise to remind you that Resonance will soon be a highly innovative, beautifully 2D, shockingly interesting and apparently highly polished adventure for the PC sporting dozens of weird inventories. You might also want to check these rather related Gnome&amp;#8217;s Lair posts too: [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] As this will apparently be the last developer&#8217;s diary on Resonance for the next few months, I thought I&#8217;d let you lot know. Oh, and also had the weird feeling it would be wise to remind you that Resonance will soon be a highly innovative, beautifully 2D, shockingly interesting and apparently highly polished adventure for the PC sporting dozens of weird inventories. You might also want to check these rather related Gnome&#8217;s Lair posts too: [&#8230;]
</p>
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		<title>by: Vince Twelve</title>
		<link>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-18375</link>
		<pubDate>Thu, 03 Jan 2008 05:17:04 +0000</pubDate>
		<guid>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-18375</guid>
					<description>Thanks for the comments Matt!  I definitely appreciate your direct criticism.  I hope that I can adequately defend my design choices here.  If I can't, let me know, and I may have to go back to the drawing board.

You are right that this system is, in essence, the same creature as a save/load system, interrupting the game with a meta-game action in order to repeat a section of the game.  However, this system is intended to work in a way similar to that familiar system, but apply penalty to the player for a different set of actions.

I want to have the possibility of the character's death always on the table for the reasons stated above.  I want the player to feel the tension associated with peril.  So, with death a possibility, the game usually forces the player to take a very pro-active approach to saving, doing so every few minutes just to be safe.  In this way, a death is punishing the players who don't save often more than those who do.  I don't agree with this philosophy and was hoping to find a way around it.  I'd rather punish for poor gameplay than poor saving habits.

This system allows the player to die a limited number of times before having to resort to the old reload.  It also gives the non-active saver a chance to save (perhaps immediately after dying once).  Also, players that have been playing the game well, solving alternative puzzles, being more thorough in their exploration of the world, will have amassed more points and therefore, will have more chances to pass the danger before exhausting their rewinds.

Furthermore, the rewind system fits more organically into the story than the usual save/reload system, which really sits above the game in an outer layer of meta-game actions.  So, combined with having to use the rewind less than you would have to save the game in the absence of a rewind system, it adds up to less of an impact to the player's immersion.

As for the point system.  I agree that points are much better relegated to action/arcade titles.  In fact, even in those types of games, I'm highly unconcerned about score, focusing more on just getting through the game itself.  The point counter is relatively unobtrusive (I suppose I could even make an option to turn it off...) and isn't really a &quot;point counter&quot; in the usual sense.  As mentioned above, it only counts up to 99 and there are an abundance of points to be had.  If you get 99 points, the counter will just stay there until you use the points for a rewind.  It's more of a stock than a counter, and since there's no penalty for low points (other than having fewer chances at rewinding a section) and no reward for high points (no better ending, no high score list), you might as well use them.

As for making the player's actions have consequences later in the game via plot and character interactions, you'll definitely find a lot of that in this game.  It's death that becomes tricky.  If you kill off one of the main characters early in the game... it's tough for me to write what the rest of the game is going to be.  Stuff like failing to catch the bad guy's henchmen in order to get the bad guy's location out of him is possible in the game.  It just leaves you with another puzzle to solve in a separate story branch to figure out where that darn bad guy is.  These things have in-game consequences.  It's only when you decide to walk into that electrified puddle of water that we have to involve the meta-game rewind or save/load features.

Obviously, there are flaws, and it's not a perfect system.  But I think that for players like me, who get lost in stories and wind up only saving right before I quit a game, this will be a much better system.  For those, like potentially yourself, who don't like the system, you can ignore it all together.  If you die, just reload your last save.  The rewind won't be a mandatory thing.  The old save/load system is there as well.  Don't let this dissuade you from trying the game out!

Let me know if any of this isn't floating your boat yet!</description>
		<content:encoded><![CDATA[<p>Thanks for the comments Matt!  I definitely appreciate your direct criticism.  I hope that I can adequately defend my design choices here.  If I can&#8217;t, let me know, and I may have to go back to the drawing board.</p>
<p>You are right that this system is, in essence, the same creature as a save/load system, interrupting the game with a meta-game action in order to repeat a section of the game.  However, this system is intended to work in a way similar to that familiar system, but apply penalty to the player for a different set of actions.</p>
<p>I want to have the possibility of the character&#8217;s death always on the table for the reasons stated above.  I want the player to feel the tension associated with peril.  So, with death a possibility, the game usually forces the player to take a very pro-active approach to saving, doing so every few minutes just to be safe.  In this way, a death is punishing the players who don&#8217;t save often more than those who do.  I don&#8217;t agree with this philosophy and was hoping to find a way around it.  I&#8217;d rather punish for poor gameplay than poor saving habits.</p>
<p>This system allows the player to die a limited number of times before having to resort to the old reload.  It also gives the non-active saver a chance to save (perhaps immediately after dying once).  Also, players that have been playing the game well, solving alternative puzzles, being more thorough in their exploration of the world, will have amassed more points and therefore, will have more chances to pass the danger before exhausting their rewinds.</p>
<p>Furthermore, the rewind system fits more organically into the story than the usual save/reload system, which really sits above the game in an outer layer of meta-game actions.  So, combined with having to use the rewind less than you would have to save the game in the absence of a rewind system, it adds up to less of an impact to the player&#8217;s immersion.</p>
<p>As for the point system.  I agree that points are much better relegated to action/arcade titles.  In fact, even in those types of games, I&#8217;m highly unconcerned about score, focusing more on just getting through the game itself.  The point counter is relatively unobtrusive (I suppose I could even make an option to turn it off&#8230;) and isn&#8217;t really a &#8220;point counter&#8221; in the usual sense.  As mentioned above, it only counts up to 99 and there are an abundance of points to be had.  If you get 99 points, the counter will just stay there until you use the points for a rewind.  It&#8217;s more of a stock than a counter, and since there&#8217;s no penalty for low points (other than having fewer chances at rewinding a section) and no reward for high points (no better ending, no high score list), you might as well use them.</p>
<p>As for making the player&#8217;s actions have consequences later in the game via plot and character interactions, you&#8217;ll definitely find a lot of that in this game.  It&#8217;s death that becomes tricky.  If you kill off one of the main characters early in the game&#8230; it&#8217;s tough for me to write what the rest of the game is going to be.  Stuff like failing to catch the bad guy&#8217;s henchmen in order to get the bad guy&#8217;s location out of him is possible in the game.  It just leaves you with another puzzle to solve in a separate story branch to figure out where that darn bad guy is.  These things have in-game consequences.  It&#8217;s only when you decide to walk into that electrified puddle of water that we have to involve the meta-game rewind or save/load features.</p>
<p>Obviously, there are flaws, and it&#8217;s not a perfect system.  But I think that for players like me, who get lost in stories and wind up only saving right before I quit a game, this will be a much better system.  For those, like potentially yourself, who don&#8217;t like the system, you can ignore it all together.  If you die, just reload your last save.  The rewind won&#8217;t be a mandatory thing.  The old save/load system is there as well.  Don&#8217;t let this dissuade you from trying the game out!</p>
<p>Let me know if any of this isn&#8217;t floating your boat yet!
</p>
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		<title>by: Matt</title>
		<link>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-18340</link>
		<pubDate>Wed, 02 Jan 2008 14:29:47 +0000</pubDate>
		<guid>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-18340</guid>
					<description>Personally, I'm confused as to what this &quot;rewind points&quot; system is achieving.  Isn't it essentially the same as the old save / load method?  The player is still interrupting the story to go back and do something over.  In fact, your method sounds more intrusive - as if the game was automatically asking you to reload after making a mistake.

I also think that points really belong in arcade games and shoot-'em-ups.  It sounds like you've created a detailed, realistic story with high emotional stakes - wouldn't a points counter just spoil that atmosphere?

I appreciate that you're trying to make a player's actions have consequences that count, which I think is a wonderful idea, but wouldn't it be better to have those consequences play out in the story rather than on an external scoreboard?  There are several adventure games out there in which solving - or failing to solve - one puzzle one way has in-story repercussions further along (&quot;Zack McCracken&quot; and &quot;Fate of Atlantis&quot; are both good examples of this).

Sorry if I sound very opinionated - everything about &quot;Resonance&quot; so far sounds fantastic.  I'm truly impressed by what you and your team are doing, and I'm only offering my 2 cents because this points system would seriously dissuade me from purchasing and playing what otherwise sounds like an amazing game.

Best of luck!</description>
		<content:encoded><![CDATA[<p>Personally, I&#8217;m confused as to what this &#8220;rewind points&#8221; system is achieving.  Isn&#8217;t it essentially the same as the old save / load method?  The player is still interrupting the story to go back and do something over.  In fact, your method sounds more intrusive - as if the game was automatically asking you to reload after making a mistake.</p>
<p>I also think that points really belong in arcade games and shoot-&#8217;em-ups.  It sounds like you&#8217;ve created a detailed, realistic story with high emotional stakes - wouldn&#8217;t a points counter just spoil that atmosphere?</p>
<p>I appreciate that you&#8217;re trying to make a player&#8217;s actions have consequences that count, which I think is a wonderful idea, but wouldn&#8217;t it be better to have those consequences play out in the story rather than on an external scoreboard?  There are several adventure games out there in which solving - or failing to solve - one puzzle one way has in-story repercussions further along (&#8221;Zack McCracken&#8221; and &#8220;Fate of Atlantis&#8221; are both good examples of this).</p>
<p>Sorry if I sound very opinionated - everything about &#8220;Resonance&#8221; so far sounds fantastic.  I&#8217;m truly impressed by what you and your team are doing, and I&#8217;m only offering my 2 cents because this points system would seriously dissuade me from purchasing and playing what otherwise sounds like an amazing game.</p>
<p>Best of luck!
</p>
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		<title>by: Thaumaturge</title>
		<link>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-17955</link>
		<pubDate>Fri, 28 Dec 2007 03:22:47 +0000</pubDate>
		<guid>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-17955</guid>
					<description>(It looks as though my previous reply hasn't gone through - if it in fact has, and I am repeating it, then I apologise. ^^; )

'Tis my pleasure - I'm glad to have been of service. ^_^</description>
		<content:encoded><![CDATA[<p>(It looks as though my previous reply hasn&#8217;t gone through - if it in fact has, and I am repeating it, then I apologise. ^^; )</p>
<p>&#8216;Tis my pleasure - I&#8217;m glad to have been of service. ^_^
</p>
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		<title>by: Vince Twelve</title>
		<link>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-17053</link>
		<pubDate>Fri, 14 Dec 2007 01:46:00 +0000</pubDate>
		<guid>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-17053</guid>
					<description>Thanks for the great comments Thaumaturge!

As I finally lock down the save system in design and code, I'll definitely consider all the options suggested to me.  Your suggestion sounds like a great way to compromise between the player never being in danger and the player constantly having to worry about saving.  Thanks!</description>
		<content:encoded><![CDATA[<p>Thanks for the great comments Thaumaturge!</p>
<p>As I finally lock down the save system in design and code, I&#8217;ll definitely consider all the options suggested to me.  Your suggestion sounds like a great way to compromise between the player never being in danger and the player constantly having to worry about saving.  Thanks!
</p>
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		<title>by: Thaumaturge</title>
		<link>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-17020</link>
		<pubDate>Wed, 12 Dec 2007 22:42:39 +0000</pubDate>
		<guid>http://xiigames.com/2007/11/26/resonance-developers-diary-6/#comment-17020</guid>
					<description>First of all, I very much like like your ideas (or perhaps rather your one compound idea) - they sound as though they could be quite good additions to your game. ^_^

I'm especially fond of the fact that there are (if I understood correctly) more points available to be collected than the counter will allow - if not for that I (personally) would probably be inclined to reload anyway, just to save those precious points. ^^;

As you have it, it sounds as though it should work quite well.

As to your request for comments, I would like to add to what Eric said above: Instead of having one automatically-overwritten autosave file, why not provide multiple, autosaves?  I would envisage them as being inviolable, unless the situation that generates them is approached again; that is, if a player reloads an older saved game or starts a new game, and then once again approaches that point.  That semi-safety net (the degree of safety offered being related, of course, to the distance between autosaves and their proximity to danger) should hopefully reduce player saving, and thus, hopefully, reduce any loss of immersion from it.</description>
		<content:encoded><![CDATA[<p>First of all, I very much like like your ideas (or perhaps rather your one compound idea) - they sound as though they could be quite good additions to your game. ^_^</p>
<p>I&#8217;m especially fond of the fact that there are (if I understood correctly) more points available to be collected than the counter will allow - if not for that I (personally) would probably be inclined to reload anyway, just to save those precious points. ^^;</p>
<p>As you have it, it sounds as though it should work quite well.</p>
<p>As to your request for comments, I would like to add to what Eric said above: Instead of having one automatically-overwritten autosave file, why not provide multiple, autosaves?  I would envisage them as being inviolable, unless the situation that generates them is approached again; that is, if a player reloads an older saved game or starts a new game, and then once again approaches that point.  That semi-safety net (the degree of safety offered being related, of course, to the distance between autosaves and their proximity to danger) should hopefully reduce player saving, and thus, hopefully, reduce any loss of immersion from it.
</p>
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