I despise when a game has any limitations on saving. Checkpoints are a bother, and so is being unable to save to a new file in the middle of a run, and so is havin a limited number of save slots. Why do so many modern games have a fixed number of save slots as if they were running on a cartridge with limited space?
And I won't even play games with permadeath. I even have my Steam account set up to never show me games with that tag.
I think the ideal solution to both the checkpoint thing and the permadeath thing would be to run the game in some kind of sandboxed system where you can capture a save state of the whole thing, akin to running the game in an emulator. But I don't have the technical knowhow to set such a system up (does anyone here have any advice on how I fould achieve this?).
And I won't even play games with permadeath. I even have my Steam account set up to never show me games with that tag.
I think the ideal solution to both the checkpoint thing and the permadeath thing would be to run the game in some kind of sandboxed system where you can capture a save state of the whole thing, akin to running the game in an emulator. But I don't have the technical knowhow to set such a system up (does anyone here have any advice on how I fould achieve this?).
Does it really add challenge though? The way I see it it only adds repetition. The same goes for permadeath as well.On the other hand, being forced to play through an entire section at once is one of the things that makes it a game. It's supposed to be a challenge, not a movie. Part of that challenge is completing the sections as prescribed.
Last edited: