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Computer games and the save checkpoint system
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<blockquote data-quote="Ruin Explorer" data-source="post: 9645646" data-attributes="member: 18"><p>I think you maybe confused re: the point being made. People aren't saying it's always a "processor overhead" or that it's impossibly technically hard (though it does require resources which could be devoted to other things in both cases - hardware and development) or something. They're saying it requires you to design the game <em>in a specific way</em>, and a lot of games aren't designed that way because it's not, like, beneficial to them. With turn-based games, it's <em>usually</em> trivial to implement it (not always, but usually), esp. as the game probably autosaves every turn anyway. So if it's not present, it'd be an intentional design decision to specifically stop that. Some turn-based games attempt to save-scumming another way, which is to use a numerical "seed" for each turn, so if you do the same things in the same order, the same exact things will happen. Sid Meier (I think - maybe another Firaxis guy) explained that this was to prevent players driving themselves mad by trying to reload and hoping the numbers came up different next time (instead using different tactics will mean a different result even with the same seed).</p><p></p><p>It also means that mechanisms which bring the PC back to life or similar (i.e. respawning) kind of clash with it - and entire genres of game rely on that mechanism (but I am now understanding you play specific narrow range of games so may not have come across this). The original BioShock 1 was always a bit weird and messy because they put in both save/reload at any time, and a mechanism which can bring the PC back to life if they die, and it's like, pick a lane, because in reality the latter mechanism basically never got used by most players - they just reloaded.</p><p></p><p>BioShock Infinite (BioShock 3) also features the most annoying possible save mechanism (that I can think of, beyond "no saves at all in a several hour+ game" or "checkpoints 15+ minutes apart" - certainly more annoying even than typewriter ribbons!) - pure triggered (not timed/regular!) autosaves only (no manual saves at all, at least on release) AND no save on exit! So in BioShock Infinite, if you wanted to stop playing, it warned you when your last autosave was which could easily 10+ minutes ago, because again, only triggered autosaves - mostly by changing zones - not timed ones. Eventually people worked out that, if possible, they had to change zones and trigger an autosave, before quitting, but the slightly obnoxious plot structure of Infinite means this isn't as practical as one might hope.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9645646, member: 18"] I think you maybe confused re: the point being made. People aren't saying it's always a "processor overhead" or that it's impossibly technically hard (though it does require resources which could be devoted to other things in both cases - hardware and development) or something. They're saying it requires you to design the game [I]in a specific way[/I], and a lot of games aren't designed that way because it's not, like, beneficial to them. With turn-based games, it's [I]usually[/I] trivial to implement it (not always, but usually), esp. as the game probably autosaves every turn anyway. So if it's not present, it'd be an intentional design decision to specifically stop that. Some turn-based games attempt to save-scumming another way, which is to use a numerical "seed" for each turn, so if you do the same things in the same order, the same exact things will happen. Sid Meier (I think - maybe another Firaxis guy) explained that this was to prevent players driving themselves mad by trying to reload and hoping the numbers came up different next time (instead using different tactics will mean a different result even with the same seed). It also means that mechanisms which bring the PC back to life or similar (i.e. respawning) kind of clash with it - and entire genres of game rely on that mechanism (but I am now understanding you play specific narrow range of games so may not have come across this). The original BioShock 1 was always a bit weird and messy because they put in both save/reload at any time, and a mechanism which can bring the PC back to life if they die, and it's like, pick a lane, because in reality the latter mechanism basically never got used by most players - they just reloaded. BioShock Infinite (BioShock 3) also features the most annoying possible save mechanism (that I can think of, beyond "no saves at all in a several hour+ game" or "checkpoints 15+ minutes apart" - certainly more annoying even than typewriter ribbons!) - pure triggered (not timed/regular!) autosaves only (no manual saves at all, at least on release) AND no save on exit! So in BioShock Infinite, if you wanted to stop playing, it warned you when your last autosave was which could easily 10+ minutes ago, because again, only triggered autosaves - mostly by changing zones - not timed ones. Eventually people worked out that, if possible, they had to change zones and trigger an autosave, before quitting, but the slightly obnoxious plot structure of Infinite means this isn't as practical as one might hope. [/QUOTE]
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