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Computer games and the save checkpoint system
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<blockquote data-quote="Ruin Explorer" data-source="post: 9645650" data-attributes="member: 18"><p>This is a pretty hilarious and silly thing to say. Do you really think it advances your argument?</p><p></p><p>The reality is, most people don't really care about needing save/reload the way you do, because it was a weird thing PC gamers in the 1990s latched on to, for the most part. You say "enough customers", and I agree, if "enough customers" ask it's worth considering but the reality that "enough customers" <em>aren't</em> asking for this. Just a small subsection of the current 35-55 crowd for the most part (with probably a very few older/younger).</p><p></p><p>As I said, most people were either raised in an environment of autosaves, checkpoints, and save points, or have got used to that. Entire genres exist based on these - Soulslikes for example. Roguelikes and Roguelites exist based on either having only save-and-exit, no reloading except to go back into your game, if you die, you die. I didn't even think about save/reload for a long time until I played Oblivion recently (and it has a place there, because Bethesda's Creation Engine open world games are weird and were essentially designed around that mechanism as an answer to some of their gameplay deficiencies, or if you want to spin it more positively, eccentricities).</p><p></p><p>Both of those entire vast genres games (two of the most popular genres in the last 10 years) would be obviously ruined by being able to save and reload at any time.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9645650, member: 18"] This is a pretty hilarious and silly thing to say. Do you really think it advances your argument? The reality is, most people don't really care about needing save/reload the way you do, because it was a weird thing PC gamers in the 1990s latched on to, for the most part. You say "enough customers", and I agree, if "enough customers" ask it's worth considering but the reality that "enough customers" [I]aren't[/I] asking for this. Just a small subsection of the current 35-55 crowd for the most part (with probably a very few older/younger). As I said, most people were either raised in an environment of autosaves, checkpoints, and save points, or have got used to that. Entire genres exist based on these - Soulslikes for example. Roguelikes and Roguelites exist based on either having only save-and-exit, no reloading except to go back into your game, if you die, you die. I didn't even think about save/reload for a long time until I played Oblivion recently (and it has a place there, because Bethesda's Creation Engine open world games are weird and were essentially designed around that mechanism as an answer to some of their gameplay deficiencies, or if you want to spin it more positively, eccentricities). Both of those entire vast genres games (two of the most popular genres in the last 10 years) would be obviously ruined by being able to save and reload at any time. [/QUOTE]
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