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Johnny Spaz

Checkpoints in missions.... Yes or No?

checkpoints in missions  

95 members have voted

  1. 1. Should there be checkpoints in missions?

    • Yes
    • No
    • Yes. But they shouldn't be so used as frequently like in GTA V


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Johnny Spaz

Should there be checkpoints in missions?

One of the reasons I felt GTA V was way too short was because of the checkpoints, I felt like they made the missions too easy & made the story finish quicker. Of course for the very long & difficult missions (i.e. Three Leaf Clover, End of the Line, Caida Libre, etc) need checkpoints but only those types maybe an option like 3D's trip skip or GTA IV's cellphone retry thingy.

Should there be checkpoints? Is it irrelevant?

I'll make this a poll when I get on a computer..

Edited by ~Tiger~
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Maxxeine

Checkpoints are irrelevant to the game's length. Rather, the way V's missions were structured plays a large role in how short everything feels. Missions are much longer, so checkpoints are a necessary thing to have in such missions as Monkey Business and The Long Stretch.

 

GTA V had too many "scope" missions rather than smaller, story-driven missions that led to a climactic feeling payoff. Instead, every mission feels like mini-heists that make the story seem rushed. You burn through missions quicker because you have more of an incentive to keep going due to the explosive nature of a lot of the story. IV's missions - especially the earlier ones - felt like you were building up to something bigger. GTA V throws you right into the action with a botched heist, car theft, breaking into a house, and infiltrating a large social media company's headquarters. The game throws everything at you right from the start. What was it someone said when you have "too much fun, it felt like the time was flying by"?

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Payne Killer

I don't mind checkpoints, just get rid of the option to skip to the next. Thats what made GTA V feel like baby sh*t.

  • Like 7

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Algonquin Assassin

Checkpoints should only be reserved for ending missions or missions made up of multiple sequences. IMO it's unnecessary for every mission to have checkpoints. It made GTA V feel too much like a corridor shooter.

 

And yes the "you failed this part of the mission three times so you can skip it" should be scrapped. What's next? Missions can be skipped entirely without ever having to do them?

 

No thanks.

  • Like 13

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Osho

I think it's a misleading motion that checkpoints lead to making missions more easier in V than the mission design being more scripted and linear itself.

Basically, there are good mission designs and bad mission designs, and checkpoints have least to do in making them hard, easy or difficult to play.

Even Mafia City of Lost Heaven features save points that are intelligently placed to avoid playing the entire mission from the start, and this is precisely the role of checkpoints in the game - to avoid playing an overlong mission from the start, again and again.

 

Similar to the horrible experience that shamusyoung has nicely exposed it here:

People praised GTA 4 for introducing the reset mission option. But unlike the checkpoint saves in Saints Row or other games, this isn't a proper reset to your pre-mission state. If you fired bullets they're still gone. If you lost health or armor, those aren't restored. All it does is teleport you to the mission start. If you just attempted the mission with full health, armor, and lots of bullets, and failed anyway, then trying again when you're low on resources is setting yourself up for another failure. So if you want to re-supply then you have to..

..reset the mission..

..skip the cutscene..

..get a vehicle..

..drive to the gun store..

..reload your ammo..

..replenish your armor..

..drive somewhere to refill your health..

..drive to the mission area..

..skip the cutscene..

..and do it again.

Every time. That is NOT a reset mission option, and it's borderline barbaric that a major AAA game in 2008 was still doing things this way.

What GTA V did was introduced by the EFLC, first and foremost, which clearly shows that even Rockstar understood their mistake in not having checkpoints in GTA IV, and did not repeat the same mistake with GTA V.

The main problem with GTA V are not really checkpoints, but the scripted mission design of GTA IV that got carried over to V as well.

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universetwisters

I don't want any checkpoints for f*ckups. If anything, the whole game should start anew whenever you get busted/wasted. Howbowdat for realism.

  • Like 6
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ClaudeSpeed1911

I personaly would like them to bring back the option to skip parts of the missions, like in the mission you get Loc from jail. I think it was called Trip skip or something.

 

The way it is now enables the ability to script the missions to hell and breaks the freedom given in the older GTA's.

Edited by ClaudeSpeed1911
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DOUGL4S1

It depends, if it is a long, hard or a mission in multiple parts, sure. Take San Andreas' ending for example, if you fail the last chase, you'd have to re-do the entire going to Smoke's crack dan, all the 4 floors, the final battle, escape the buildinng and rescue Sweet again (I can't remember if there were actually checkpoints there), so of course I'd like a checkpoint in these somewhere. But I don't see a point of checkpoints for a simple "kill that dude and get his car" mission.

Edited by DOUGL4S1
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~Tiger~

I'll make this a poll when I get on a computer..

 

I've added the poll for you buddy. Please let me know if you want it editing.

 

For the record...yes. I like checkpoints because I suck but having said that, the skip function should be scrapped as MVC said above.

Edited by ~Tiger~
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Lemoyne outlaw

i like checkpoints and i think

they should stay.i was recently playing gta sa and playing the last mission. it reminded me of how harder games were back then. i beat it in one try luckily

but i kept thinking how if i screw up then i have to do the whole thing over i could have been ten seconds from beating it but because of the wierd aiming of the on rails shooting part i could have died and had to do everything over that sucks. i know a lot of people dont like them because it feels like the game is too easy or its holding your hand but i just want to have fun and play the story not get stuck on a mission for a year. there should be an option for no checkpoints or skip the part of the mission for the people who dont want them. but for the casual gamers they should still be there. i like the skip the part of the mission too. while yes i understand it is kind easy but there were times were it is useful. like in did somebody say yoga i hate the yoga part so i repeatedly fail to skip it. or during pacman i dont want to go through the long slow drive. thats my two cents.

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Osho

i like checkpoints and i think they should stay.i was recently playing gta sa and playing the last mission. it reminded me of how harder games were back then. i beat02it02in one try luckily 02but i kept thinking how if i screw up then i have to do the whole thing over

If you are talking about "End of the line" mission then you don't have to do the whole thing over again because the mission has savepoints.

The mission is played in three parts: The first ends when CJ kills Smoke and Tenpenny blows up the lab. The second ends when CJ exits the building and Sweet hangs on the firetruck, and the third is the remainder of the mission (chase and ending). If you had completed one or two parts and have to replay the mission, the first parts will be skipped and you will start from when you have failed the mission.

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rtie

I don't play GTA for the difficulty and I don't think at any point it should be focused on that but rather the stories and atmosphere.Checkpoints shouldn't be affecting the length, it should be the writers job to make the story feel the necessary length.

 

GTAV didn't have the best background story, there was no underlining narrative, it all felt disconnected which made it short for me.

Edited by Arthur Fookin Shelby

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Femme Fatale

Sure, but get rid of the option to skip the entire mission.

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Fubbick

No thanks. Either remove checkpoints completely, or let us toggle them on/off. I personally prefer a little challenge, and not just a story.

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GTA-Biker

I don't like having checkpoints too often,but I'd be ok with checkpoints saving after the driving sequences in missions where you drive for a long time with nothing happening during the trip,to skip having to drive all the way to the objective again if I fail.

Edited by GTA-Biker
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Journey_95

Definitely yes. It was just annoying to start the whole mission again in previous GTA's just because you f*cked up once. The checkpoint system already started with TLAD and it was the right move.

 

Dump the skip part though, seems everyone agrees on that.

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wise_man

Whenever we fail a mission, it is better if we respawn at the starting location. If it's a long mission, with ton of objectives, one or two checkpoints are enough.

 

And get rid of that skip option!

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Racecarlock

I mean, I don't see why having to repeat every single car trip and shootout in the mission because there's one hard bit that keeps killing you would make the game more fun. Or for that matter, more challenging. Playing through the previous bits again isn't challenging, it's just time consuming, especially since you already know how to get through it. It just wastes your time if there's no checkpoints, and if I recall, GTA V gave people the option to start the whole mission over anyways, so I don't really see the advantage of taking them out.

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Eternal Moonshine

i kind of miss the times when games had no checkpoints. it's just too easy now. less checkpoints could be a good compromise

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Americana

Dude, I'm even for chapters, like in MAFIA. I just want a good story and good characters!

 


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chrometokyo

Yes, but not on the first go. If you replay it, then they should add the checkpoints for the gold medals. Trying to get every gold medal in RDR2 is annoying as hell with no "restart from checkpoint" option unless you die, but you lose out on the gold medal objectives.

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Lioshenka

No.

 

Although technically, I would want the last option, "Not as often as in V", but basically, I only want it like it was in SA e.g. once in the whole bloody game. So No is probably better way to describe it.

 

They were needed in V, because the game was designed to be impossible without them (e.g. driving across the whole damn map only to get killed again in some very linear mission that you can only accomplish in the R* approved way). If R* fired their development team and hired new fresh mission designers then I am sure the checkpoints could have been avoided and create more challenging missions.

 

Can't stand all that fancy new era crap like auto-saving, mission checkpoints, auto re-generation of health, background music in missions. Runs the game for me - unless the game is done very, very well - but with the amount of crap that's produced yearly I wouldn't count on that.

On 2/25/2017 at 12:05 PM, universetwisters said:

I don't want any checkpoints for f*ckups. If anything, the whole game should start anew whenever you get busted/wasted. Howbowdat for realism.

No. If you get killed you need to buy a new game. None of that fantasy re-load bullcrap.

Edited by Lioshenka
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Algonquin Assassin
3 hours ago, Lioshenka said:

Can't stand all that fancy new era crap like auto-saving

What’s wrong with auto saving? Auto saving isn’t even really “new”.

 

I remember plenty of games in the 90s having auto save as a standard feature so it surprised me it took the GTA series until GTA IV to included it finally. I don’t see any negatives for it at all seeing as it can be switched off.

 

It’s one of those things I think I take a bit for granted since something out of my control occurring like a game crashing bug where I haven’t even had my progress saved has been a cause of frustration in GTA games pre-GTA IV. I actually still prefer to manual save, but I like having auto save as a back if things go astray for whatever reason.

 

The way I see it I see features like this as a sign of convenience than being something that hinders difficulty and it makes me scratch my head when they’re not included at all.

Edited by Algonquin Assassin
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GhettoJesus
6 hours ago, Lioshenka said:

No. If you get killed you need to buy a new game. None of that fantasy re-load bullcrap.

If you die in the game you die in real life.

 

As many have said before me,  if the missions are long like in GTA V then sure thing. Maybe fewer checkpoints.  So ultimately I am voting for the third option assuming that in the next GTA game we gonna have similarly sized missions.

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Eternal Moonshine
14 hours ago, chrometokyo said:

Yes, but not on the first go. If you replay it, then they should add the checkpoints for the gold medals.

why not the other way around? first time make it challenging and then add checkpoints in new game+

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DexMacLeod

Like Racecarlock said, checkpoints don't really affect the difficulty level in any way and you can always choose to restart the whole mission if that's what you prefer. I don't get why people would want fewer options.

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HOW'S ANNIE?

I don't mind mission checkpoints, as long as it's handled more like EFLC than V. Having the gameplay come screeching to a halt, screen going dark, hearing the "Dooong" followed by "MISSION FAILED" is so f*cking obnoxious. Unfortunately this has become the norm since the release of RDR 1 and I think is set to be a staple from now on.

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GR7

For big missions with big stakes.. I feel the only way to emulate the feeling of risk would be to make it something you have to do in one take. Imagine how much more tense the heists in GTAV would have felt if you had to start all over on failure. 

 

I could see them implementing an "Old school" option. No checkpoints, only save at safehouses, no 50% regen on health. Throw in a trophy and I'd happily play that way.

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José_Sócrates

Well, like everyone said, I'm obviously for removing the option of skipping mission sections.

As for the checkpoints, I don't want them as often as in GTA V. When missions are long and have different gameplay segments, then put the checkpoints in between the segments. It makes sense from a game design standpoint. I'll never use checkpoints, but it's cool that Rockstar puts that option there for the other players.

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Lioshenka
On 10/30/2020 at 4:34 AM, Algonquin Assassin said:

What’s wrong with auto saving? Auto saving isn’t even really “new”.

 

I remember plenty of games in the 90s having auto save as a standard feature so it surprised me it took the GTA series until GTA IV to included it finally. I don’t see any negatives for it at all seeing as it can be switched off.

 

It’s one of those things I think I take a bit for granted since something out of my control occurring like a game crashing bug where I haven’t even had my progress saved has been a cause of frustration in GTA games pre-GTA IV. I actually still prefer to manual save, but I like having auto save as a back if things go astray for whatever reason.

 

The way I see it I see features like this as a sign of convenience than being something that hinders difficulty and it makes me scratch my head when they’re not included at all.

In a few words: they are badly designed.

 

In slightly more words (here I will be talking about GTA 4, GTA 5 and Mafia 3): the games are designed around auto-saving, so turning it off, for instance, means that you have to drive across the whole map to get to the saving point. If you have a particularly challenging mission the last thing you want is to accidentally die from crashing into a kerb or something. Turning auto-save option off should alter the gameplay e.g. provide the ability to purchase alternative houses where one can save or increase out senses e.g. notice the enemies from further away (see point 3 below).

 

Second reason (which particularly applies to Mafia 3) is that the mechanics behind it isn't clear. I want to have fun, I want to have a police chase and try out various things. Problem is, how can I be sure that after I run out of ammo, crash my custom vehicle and get killed by the police the game doesn't save, erasing my previous save? I'll then have to start all over again with no money, ammo and cars. This basically means that I haven't done anything that isn't story related in the game out of fear of screwing it up.

 

Third reason is that it ruins the experience to some extend. You are creeping down an alleyway, and all of a sudden a save icon appears. It's obvious that there's someone waiting for you around the corner now. It takes away the surprise an unpredictability of some very interesting scripted events. I can see the point of it, but I don't think it's the right approach.

 

Fourth reason is that I don't trust the computers. it's all nice and well, until that one thing that makes you pull your hair out. You can bet that the Windows backup will quietly fail when you most need it, and just like that the auto-saving is unpredictable and annoying. What would be ideal if the game actually asked you every time "Hey, do you want me to save now?". This would act as a manual override on the modern Volvos for their automatic gearbox. Not having control over the process and not understanding how it works means that I will avoid it (e.g. turn it off even if it is useful and beneficial to me).

 

Fifth reason is not being able to have 7 different saves. There's only one, most recent one meaning you can't re-play a previous mission if you mess up or save in various locations for modding or machinima purposes.

 

If there was no way to turn it off in GTA 4/5 I probably would have hated them even more. The only reason I tolerate it in Mafia is because it's so damn good, and it sort of is not a huge price to pay to enjoy the atmosphere. If I could turn it off I would though.

 

I have to be honest, GTA 5 had it done not too bad actually allowing you to save anywhere from your phone. It sort of acts as that manual override that I talked about, but I would still prefer more locations where I can save rather than being able to save anywhere. It takes away the challenge.

Edited by Lioshenka

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