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Computer games and the save checkpoint system
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<blockquote data-quote="Ruin Explorer" data-source="post: 9642656" data-attributes="member: 18"><p>Yes.</p><p></p><p>Flatly yes.</p><p></p><p>It is harder to do a thing right if you have to do succeed at challenges continually for say three minutes, than it is if you can just keep save/loading as you succeed at small parts of it. The fact that games where you can save/load at any time get trivialized by the fact unless there are other limitations should make this pretty obvious.</p><p></p><p>Take Elden Ring for example - you wouldn't even have to learn how to actually play through some of the bosses, particularly the more complex multi-stage ones if you could just save every time you got into a good position (even if you got destroyed 15 seconds later) and keep reloading from that good position until you managed to luck-not-skill your way through things (which possible in a huge number of games).</p><p></p><p>The same is very true in strategy games, particularly those where the enemy AI is seeded, because you then know what it's going to do). It's pretty easy to trivialize XCOM with aggressive use of save/load.</p><p></p><p>If you only have Save & Quit, or save at/load from the beginning of missions the game is drastically more challenging, and actually you end up using different strategies, even.</p><p></p><p>Being able to save/load whenever is also part of (but not all of) why a lot of games end up with consumables being entirely pointless.</p><p></p><p></p><p>There are very few games which are this buggy these days. I get that if you played a ton before like, 2015 (a decade ago now!), this was much more common then, but honestly, it is extremely rare for a game to actually crash/hang these days, unless you're running a pretty risky overclocked setup, or have other external issues (like very "dirty" power - but that can be fixed - and should be for the health of your PC/console, with the right power thingy).</p><p></p><p>Also, checkpoints are why you usually lose only a few minutes of gameplay.</p><p></p><p>If you're using save/load, and the game has infrequent or weirdly-triggered autosaves, it's much easier to lose double-digit minutes of play or even hours. I lost over an hour (more than once, too!) on a game that let you save/load anywhere (I forget which) last year because it didn't have a timered autosave at all, and only a triggered one with rare triggers.</p><p></p><p>It's still a good reason not to play Hardcore/Ironman mode in a lot of games though, even ones that do let you "save anywhere", because a lot more games have bugs that will mess you up enough to get you killed occasionally than ones which will.</p><p></p><p>As I said, I do think it's pretty important to let the player do save & quit at any time unless the game is very action-y (i.e. racing sim or fighting game), but that's pretty different to save/load wherever whenever.</p><p></p><p></p><p>I don't think that's quite correct, based on the posts I'm seeing.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9642656, member: 18"] Yes. Flatly yes. It is harder to do a thing right if you have to do succeed at challenges continually for say three minutes, than it is if you can just keep save/loading as you succeed at small parts of it. The fact that games where you can save/load at any time get trivialized by the fact unless there are other limitations should make this pretty obvious. Take Elden Ring for example - you wouldn't even have to learn how to actually play through some of the bosses, particularly the more complex multi-stage ones if you could just save every time you got into a good position (even if you got destroyed 15 seconds later) and keep reloading from that good position until you managed to luck-not-skill your way through things (which possible in a huge number of games). The same is very true in strategy games, particularly those where the enemy AI is seeded, because you then know what it's going to do). It's pretty easy to trivialize XCOM with aggressive use of save/load. If you only have Save & Quit, or save at/load from the beginning of missions the game is drastically more challenging, and actually you end up using different strategies, even. Being able to save/load whenever is also part of (but not all of) why a lot of games end up with consumables being entirely pointless. There are very few games which are this buggy these days. I get that if you played a ton before like, 2015 (a decade ago now!), this was much more common then, but honestly, it is extremely rare for a game to actually crash/hang these days, unless you're running a pretty risky overclocked setup, or have other external issues (like very "dirty" power - but that can be fixed - and should be for the health of your PC/console, with the right power thingy). Also, checkpoints are why you usually lose only a few minutes of gameplay. If you're using save/load, and the game has infrequent or weirdly-triggered autosaves, it's much easier to lose double-digit minutes of play or even hours. I lost over an hour (more than once, too!) on a game that let you save/load anywhere (I forget which) last year because it didn't have a timered autosave at all, and only a triggered one with rare triggers. It's still a good reason not to play Hardcore/Ironman mode in a lot of games though, even ones that do let you "save anywhere", because a lot more games have bugs that will mess you up enough to get you killed occasionally than ones which will. As I said, I do think it's pretty important to let the player do save & quit at any time unless the game is very action-y (i.e. racing sim or fighting game), but that's pretty different to save/load wherever whenever. I don't think that's quite correct, based on the posts I'm seeing. [/QUOTE]
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