I never liked RPGs. I always liked linear games that told me "go there, do this, you'll be a hero". The games designed around the idea that you reload in case of failure and all quests have one outcome, maybe if you're lucky you get a special failure dialogue.Then I heard about Baldur's Gate 3 and I thought>you know, I have to give it a chance. everyone praises the game as god's own masterpiece, let's check it out what all the hype is aboutNaturally, I started my adventure by creating an ugly character with a silly name - thank god there are still games that allow you to name your character funny words - and off I went. I stumbled upon my first real fight, saved, and spent the next hour trying to win it by reloading every five minutes.A few hours later I understood though that save scumming really takes joy out of the game, so I tried to allow myself to just... save less. To give an example, there was a sick girl that I wanted to, kek, save. The problem was, I thought about checking a nearby cabinet for a potential cure, to which she reacted>GUAAAAAAAAAAAAARDSand some beta orbiter came over thinking I was a thief and at that point I didn't know how to escape the battle so I had to kill him, and since she was a witness to my murder and I didn't want to risk anything, I had to kill her too>Wyll disapproveswell fuck Wyll, I'll buy him candy or whatever and it'll be fine. The whole thing was hilarious, and I wouldn't have experienced it had I saved and reloaded so that I could do the quest "correctly".The problem is, while I've learned how to just roll with small failures, it's very unclear to me how to avoid save scumming before big battles. Like, I know a big battle is about to start. Of course I go to camp to heal everyone, which also generates a save point. So then I go fight, I die, I reload. Rinse and repeat.What's the correct approach here?
>>3986482Don't play gay games
>>3986482You have to be 18 to post here
>>3986482>Like, I know a big battle is about to start. Of course I go to camp to heal everyone, which also generates a save point. So then I go fight, I die, I reload. Rinse and repeat.>What's the correct approach here?That's just called game mechanics. Almost every RPG has the ability to save before bosses/big fights. When you die you reload the game and try again. Some games even add a retry button to boss fights to skip that step. You aren't save scumming in that instance. You're just playing the game retard.
>>3986482You are supposed to save before big battles. As long as you arent save scumming lock picking or something like that you are fine. Also you can play the game however you want so just play however you think is most fun
>>3986482The average game is not designed for this. Play roguelikes or other games designed to fail forward if you care.
>>3986482Maybe you should do something elseVideo games might be too stimulating for someone like you
>>3986482just play on honor mode, it's the only fun way to play
You should hit rock bottom by doing this in a baby RPG like Far Cry or a Mario and Luigi game.
>>3986482dying in a fight is not save scummingsaving before a big encounter is also not save scumming
>>3986482Games should just not heavily reward save scumming. Stop pretending this is P&P. If the game isn't designed to be (can fairly be) ironmanned, it shouldn't rely so much on the idea of thar the player can't reset.Fallout: New Vegas did it right by not having skill checks be passed via percentage chance. Still they should have had more ambiguous skill requirements.
>>3986744Far Cry is an RPG?
>>3986879Far Cry is an RPG as much as Dragon Quest is. Same with GTA. It's not surprising that the most generic with-combat CRPGs end up being GTA in world-form and do Far Cry style upgrades.