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Computer games and the save checkpoint system
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<blockquote data-quote="Ruin Explorer" data-source="post: 9645632" data-attributes="member: 18"><p>Yeah the whole notion of the save/reload at any time "savescum"-style approach is like, my generation and older, really, maybe a little younger, down like 35 or so. It's also PC-specific, for the most part - very few console games have ever had that. The vast majority of have used savepoints and checkpoints. It also didn't really appear until the 1990s. The first game I can remember actually utilizing save/reload for anything but recovering from death (i.e. "savescumming") is 1993's Doom. After that it became very common for a decade or so, before starting to become increasingly rare as consoles dominated the gaming scene.</p><p></p><p>Anyone much younger than that is going to have grown up an a gaming environment dominated by checkpoints, autosaves, and save points. And for the most part I don't find I miss save/reload, except in the odd game which intentionally harks back to '90s-style PC stuff (but those usually have save/reload).</p><p></p><p></p><p>Ok, wow, I didn't realize. Save points in the world have been a common mechanism across a wide variety of games since at least 1987/1986 with Legend of Zelda (and then Final Fantasy 1). The earliest known save game mechanism was a save-and-quit mechanism in <em>The Dungeon</em> in 1975, and most games had either no saves beyond high scores (or possibly unlocks) until some time in the 1980s. The first game which allowed you to just reload was actually a little earlier - <em>Pop and Chips</em> (a forgotten platformer, not the snack), which I believe let you save between levels, in 1985. But re: save points, they've been common in quite a variety of games - starting with JRPGs but then branching out (and they're not uncommon in Western games).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9645632, member: 18"] Yeah the whole notion of the save/reload at any time "savescum"-style approach is like, my generation and older, really, maybe a little younger, down like 35 or so. It's also PC-specific, for the most part - very few console games have ever had that. The vast majority of have used savepoints and checkpoints. It also didn't really appear until the 1990s. The first game I can remember actually utilizing save/reload for anything but recovering from death (i.e. "savescumming") is 1993's Doom. After that it became very common for a decade or so, before starting to become increasingly rare as consoles dominated the gaming scene. Anyone much younger than that is going to have grown up an a gaming environment dominated by checkpoints, autosaves, and save points. And for the most part I don't find I miss save/reload, except in the odd game which intentionally harks back to '90s-style PC stuff (but those usually have save/reload). Ok, wow, I didn't realize. Save points in the world have been a common mechanism across a wide variety of games since at least 1987/1986 with Legend of Zelda (and then Final Fantasy 1). The earliest known save game mechanism was a save-and-quit mechanism in [I]The Dungeon[/I] in 1975, and most games had either no saves beyond high scores (or possibly unlocks) until some time in the 1980s. The first game which allowed you to just reload was actually a little earlier - [I]Pop and Chips[/I] (a forgotten platformer, not the snack), which I believe let you save between levels, in 1985. But re: save points, they've been common in quite a variety of games - starting with JRPGs but then branching out (and they're not uncommon in Western games). [/QUOTE]
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