I wish all games would just let you save whenever you want to! Why is using checkpoints and auto saves so common?

At least add a quit and save option if you want to avoid save scumming.

These days I just want to be able to squeeze in some gaming whenever I can even if it’s just quick sessions. That’s annoyingly hard in games that won’t let you save.

I wonder what the reason for this is?

  • Davel23@kbin.social
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    1 year ago

    The thing I fucking hate is when the game doesn’t make it obvious when a checkpoint is activated. Then you go to quit the game: “Everything since the last checkpoint will be lost”. Well WHEN WAS THE LAST MOTHERFUCKING CHECKPOINT, ASSHOLE?

    • 995a3c3c3c3c2424@feddit.nl
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      I hate that even when it is obvious. If I save and then immediately quit and it says “everything since the last save will be lost” I’m always paranoid that it means I didn’t actually save correctly.

      • Erk@cdda.social
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        1 year ago

        “obvious” means, I think, that it says something like “last saved 5 seconds ago”

        • 995a3c3c3c3c2424@feddit.nl
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          I mean, I hate that too. “I’m going to lose 5 seconds of progress?! Oh no!” It ought to be able to see that I didn’t do anything progress-relevant in those 5 seconds and just skip the dialog…

          • fuzzywolf23@beehaw.org
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            1 year ago

            Now you’re talking about doing a save state comparison to avoid one line of dialogue. Have fun with the preceding lag spike, I guess.

            • Skates@feddit.nl
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              Add counters to progression:
              20/180 quests completed
              1805/9456 dialogue choices explored
              567/568 npcs killed
              95/102 areas explored
              And whatever else you define as progress

              Add this info into your save data. When quitting the game, open the most recent save, read the counters, compare to current values, display a nondescript “you’ve had a little/a lot of/no progress since you last saved, are you sure you want to quit without saving?” Shouldn’t take so long that it triggers a lag spike, I don’t think.

              • lad@programming.dev
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                Will a change in position be considered a progress though? How far?

                There are a lot of questions to answer in such a case, so I’d argue that a timer is good enough

  • Squirrel@thelemmy.club
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    1 year ago

    That’s a large part of why, with older games, I prefer to use emulators, even if they’re available to me in other ways. I love the “save state” option. It’s terribly exploitable, of course, but it sure is convenient to be able to save literally anywhere.

    • howsetheraven@beehaw.org
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      The exploitable argument never made sense to me for single player games. I play Fallout, if I wanted anything and everything with a 100ft tall character, every companion, and infinite health. But of course I don’t do any of that because it would ruin my own fun.

      • Piers@beehaw.org
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        The issue from a design perspective is that many players have a tendency to optimise the fun out of the games they play. Meaning that if there is a fun thing to do that you carefully made for them to enjoy but there’s an unfun thing to do that wasn’t the point but is a slightly more effective strategy, many players will find themselves drawn to do the unfun thing and hate playing the game, whereas if they had only had the option to do the fun thing, they would have done, wouldn’t have cared in the slightest about the lack of a hypothetical better strategy not existing and loved the time they spent with the game.

        Good game design always has to meet people where they are and attempt to ensure they have a great experience with the game irrespective of how they might intuitively approach it.

        So… Not having ways for players to optimise all the fun out of their own experience is an important thing to consider.

        • Mummelpuffin@beehaw.org
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          I’m this person and god do I wish I wasn’t, sometimes. So many games have been way less interesting than they could’ve been for me because for me, fun is learning to play the game well. I’m not sure what frustrates me more, the way people who don’t have that attitude say “I play games to have fun” as if I don’t, or me looking at the recent LoZ games as failures design-wise because they’re too easy to cheese.

          • Piers@beehaw.org
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            I definitely lean this way too, though I’ve become better able to step away from that mindset in games I want to enjoy without it.

            I think part of what has helped for me is, having an awareness of that tendency, I now try to actively feed or restrict it.

            IE, I play a lot of games where that is the intended fun experience. Stuff like Magnum Opus (or any Zachtronic’s title), Slay the Spire (or other roguelikes), Overwatch (or other competitive games) are all designed from the ground up for the fun to be in playing the game at the highest level of execution possible (some more mechanically others more intellectually.) I try to make sure I’m playing something like that if I feel like I’m at all likely to want to scratch that optimisation itch with that gaming session.

            Otherwise, when playing games where that isn’t really the point, I find it easier to engage with the intended experience knowing that if I want to do the optimisation thing I could switch to something that is much more satisfying for that, but I also try to optimise how well I do the thing the game wants. If it’s a roleplaying game, I might try to challenge myself to most perfectly do as the character would actually do, rather than what I might do, or what the mechanics of the game might incentivise me to do. Often that can actually lead to more challenging gameplay too as you are restricting yourself to making the less mechanically optimal choices because you’ve challenged yourself to only do so where it aligns with the character.

        • NuPNuA@lemm.ee
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          Diablo 4 was a perfect example of this. People were optimising their run to the end then complaining about a lack of content within a week. Then there’s people like me who spent a good 60 hours already with plenty of stuff still to do as I’m enjoying my journey.

          • Piers@beehaw.org
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            One of the more important skills of good game design is to understand that whenever your players are complaining about something, there is something wrong that you need to identify and address whilst also recognising that it’s rarely the thing the players think is what’s wrong (as they just see the negative end result) and that they tend to express those complaints as demands for the solution they think is best to what they think the problem is.

            In this case players are yelling at Blizzard “There’s not enough content!” when in fact, as you’ve observed, there actually is plenty of content, it’s just (seemingly, I’ve not actually played it myself to say for sure first hand) that Blizzard made it too easy to optimise your way past all of that content as a minor inconvenience on your way to, uh, nothing.

            The answer to the problem is twofold. One you need to plug those holes in your balance so players are no longer incentivised to optimise their way past actually playing and enjoying your game (now I talk about it I think I vaguely remember reading an article that Blizzard are doing exactly that and having a hard time cleanly pitching the benefits of it to the player-base, which is why you also need to.) Two, try to put the horse back into the stable by now, sadly, actually having to create the end game content that players have bursted their way through to because your game design unintentionally promised it would be there (or just write those players off as a lost cause. Which seems like a dreadful idea as they are the ones who were the most passionate early buyers of your product…)

            Alternatively… If they’d caught these issues before release (which is often, though not always, a matter of giving the developers and designers the resources to do so) they could simply have caught those issues of optimal builds being too powerful for the content and adjusted either or both to be a better match and ended up with a title that players liked more than they will like the harder to make version Blizzard now needs to turn Diablo 4 into (not to mention, that the work they need to do to introduce worthwhile end-game content could have just gone to a paid expansion for their more well regarded release instead.)

            But then the Bobby Kotick’s of the world are boastfully proud of their complete inability/unwillingness to think about the development of their games in that way so here we are…

  • Firestorm Druid@lemmy.zip
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    Dude, I remember people going OFF on Returnal not offering any saves and people having to keep their consoles in rest mode for days at an end because they wouldn’t want their runs to end. I kept arguing with people on rexxit that any respectable rogue-lite/-like has a save function - STS, Hades, Dead Cells - yet they still kept arguing that implenting saves would “ruin the vision of the game” and “make it too easy”.

    Guess what Housemarque did: they added a save on exit option. You can now suspend your run and finish it whenever. Not having to potentially brick your console just because you can’t save mid-game sure is a boon lol. The game sure got a lot easier with this implemented. /s

    • ampersandrew@kbin.social
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      STS does allow you to cheese the game with its save system, which is why most roguelikes also delete the save file after they load it, only saving the game when you need to put a bookmark in it to come back later.

        • ampersandrew@kbin.social
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          It’s a problem when cheating changes people’s opinions on how fun the game is. If the game forces you to use a certain mechanic that you otherwise would have ignored, that often gives you a better appreciation for the game. In the case of a roguelike, if you can cheese the save system, you’re no longer required to actually get good at the game systems and can instead keep reloading until the memorize the solution, which is the entire problem the genre is out to solve.

            • ampersandrew@kbin.social
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              I mean, if you’re knowingly turning on cheat codes in a game, you know you’re deviating from the intended experience, but if you’re doing something the software lets you do, that’s something the designer is trying to tune to steer you toward having a better time. Often times you can take a dominant strategy and think less of the game for it being too easy or one-note, which can and does happen when you can exploit a save system like this. I got through the first Witcher game mostly by save scumming, and I didn’t think particularly highly of it, but the sequels did a much better job of introducing me to the potions, oils, and monster hunting mechanics that would have made the game easier and more solvable without save scumming. Had I known for the first game what I knew of the sequels, I might have enjoyed the game more, but that first game especially didn’t force me into learning those systems.

              • JackbyDev@programming.dev
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                You’re viewing games as perfect and the designers’ vision as always correct. That’s not always true. Take XCom 2. Many people may tell you that ironman mode (prevents save scumming) is the only real way to play but the game is buggy as hell. Not only do things not always work right sometimes the game just crashes. A buddy of mine has lost multiple save files because of it. The game doesn’t force you to use ironman mode so it’s not a counterargument to what you’re saying but it is illustrative of the point I’m making about games not being perfect.

                Also, why do you view save scumming as the dominant strategy? In reality, many difficult and unforgiving games all but force players to use specific strategies to win. Everything you’re saying about gamers avoiding fun choices for optimum ones is not unique to save scumming. Many games already force players to do this and things like save scumming can actually allow players to try different builds that are less optimal.

                It’s like someone saying the only true way to enjoy a book is by physically reading a physical copy and that audiobooks are more optimal and therefore less fun. No. Different people just want different things.

                Many of the B side challenges in Celeste I played with the 90% speed accessibility option. Trying for 30 minutes to try and get a single damn strawberry was just too much for me. I still had a blast playing it.

                • ampersandrew@kbin.social
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                  I’m neither assuming that a game is perfect or that the designer’s vision is always correct, but the designer is intending for you to experience a game a certain way, and it’s often most fun that way. If certain strategies are dominant such that they invalidate large portions of the game that are there, it usually results in that game being boring. Your mileage may vary, of course, but that’s how these things tend to go. The Witcher is a much more interesting game for me when you utilize potions, oils, and monster manuals, and I found the combat to be quite boring when I didn’t know how to interact with those systems and instead just reloaded saves for better dice rolls. By forcing you to play a certain way, like by omitting certain save systems, they’re making sure you play the way they intended, and if the game is as good as they hoped to have made it, it will result in the most people having the best time.

                  Here’s another example. Batman: Arkham combat is an amazing replication of what Batman is in video game form. It’s one man taking on dozens of others, usually more lethally armed than he is, with some athleticism and a bunch of gadgets. You’re incentivized via the scoring/XP system to never button mash, use every move in your arsenal at least once, never get hit, and to take out every enemy in the room in a single flowing combo. However, it didn’t steer most players into playing that way very effectively (at least on normal difficulty), and many leave the combat system disappointed that they can beat it just by attacking with X and countering with Y.

      • Rentlar@beehaw.org
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        It certainly helped me during my first Slay the Spire runs, when I’d often mess up the order of the cards (the most common being applying vulnerable AFTER doing all of my attacks).

  • MJBrune@beehaw.org
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    I feel like the answer is twofold.

    Either the developers hit technical limitations of their save system and couldn’t reliably restart everything. I feel like RDR2 did this because most of their missions were very specific scripted sequences that needed to be kept on track from the start. A lot of roguelikes are unable to save during a run or within a node of that run. For example Peglin and Void Bastards. It’s much easier to say what node or position the player is at than all the AI states, combat, etc. Additionally, automatic saving has always been difficult. Everyone knows the whole “the game auto-saved and now I die instantly over and over again” bug that happens in any game. The way to negate this is to use checkpoints with areas where you know the player isn’t going to get attacked. Another way is to try to detect when you are in combat or not but this can lead to the game never saving. Overall it’s much easier to just save a state that you know the player will be okay to start back up in.

    Or the designers felt like it added something to the game like in Alien Isolation. Save points allow you to exit and designers are trying to focus on keeping players playing. So save points are also an exit point. When you allow the player to save, you allow the player to exit without feeling like they must continue going. Designers use this to try to keep their games more engaging. Super Meat Boy removed a few exit points from typical platformers in order to make the game faster. A lot of games try to be so easy to keep playing that they make it hard to stop. In some ways, this can be seen as a dark pattern in game design. Typically though, designers aren’t trying to be nefarious but instead trying to keep the game engaging.

    • nlm@beehaw.orgOP
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      Ugh… I wish more developers kept their customers engaged by making good games instead of creating some meta game to keep the hamster wheel running. That feels like a lot of MMO’s…

      • MJBrune@beehaw.org
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        In some cases, yes, they are trying to keep the wheel running and make the player less likely to quit by using psychology. Valve is very famous for deploying psychology in their games. Specifically DOTA and CSGO. But a lot of the time the design intent is innocent. In Super Meat Boy the intent was clearly and well stated that they didn’t want the player to blame the game and to keep them trying again as quickly as possible. If you are going to make a tough platformer then it’s clearly a good design choice to allow players to keep trying as fast as possible. With Alien Isolation, again the design intent is innocent as they are just looking to add tension and give the player some sense of relief from that tension. Most media follows a flow of tension then drops to relief a bit, then tension. If you keep the reader/player/viewer/etc tense all the time then they become dull to it. Frankly, it’s why I haven’t gone back into Red Dead 2 for about a week. The game has just mounted tension over and over again without a break to just be a cowboy. Always something to do and something to prepare for.

        • emeralddawn45@discuss.tchncs.de
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          That’s funny I found the total opposite with red dead. Too much stupid bullshit like fishing and getting shaved and twenty minute fucking horse rides and not enough actual fun gameplay, just filler all the time. Of course I tried to play it like a completionist when I probably should’ve treated it like grand theft auto and just advanced the story by doing more missions.

          • MJBrune@beehaw.org
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            I agree in that regard. It’s more story tension rather than action or shootouts. The downtime doesn’t feel like downtime to me but instead character-building. In the next parts of the game immediately something happens to that character. So they build the character up just to get you invested so when something happens it feels like it went to shit but it’s a constant rushed pace. I didn’t engage in the hunting or fishing more than what the story required as much as I am into the robbery and stuff that mainly comes from the missions but the missions bring this character drama that while really good, is too much at times.

  • JackbyDev@programming.dev
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    I hate when folks ask for this and assholes say “people will just use this to save scum, don’t cheat.” As if working adults with children should be able to dedicate a whole hour totally uninterrupted.

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      Also, who cares? It’s your game; play it however you like. I mean, isn’t the whole reason why people play video games is to have fun? If save scumming is your idea of fun, I say scum away.

    • nlm@beehaw.orgOP
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      Pretty much this. And if they’re worried about that just make it so you can only save and quit?

  • trashhalo@beehaw.org
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    Omg remember games that didn’t have saving but had a code you had to write down on physical paper to get back to where you were?

    • nlm@beehaw.orgOP
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      Very much so! For the longest time I had a xerox of some gaming magazine with all the save codes for Lemmings!

  • GTG3000@programming.dev
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    Reason is “Game state is hard”.

    If you want to save, you gotta be able to take the current state of everything and serialize it, then read what you’ve serialized and put it back. If you only do checkpoints, you can make assumptions about game state and serialize less.

    Generally, it is much easier to develop AI and such when you never have to pull it’s state out and then restore it, because if that is done improperly you get bugs like the bandits in STALKER forgetting they were chasing you after a quicksave-quickload because their state machine is reset.

    With checkpoints, you can usually say “right, enemies before here? Dead or dealt with. Enemies after here? they’re in their default state. Player is at this position in space. Just write down the stats and ignore the rest.”

    And autosaves just make it one less menu to fiddle with.

  • GBU_28@lemm.ee
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    1 year ago

    I think creators should make the games they want and users should buy the games they want

  • bonegakrejg@lemmy.ml
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    That was my only issue with the otherwise excellent Shovel Knight! It had very long levels and only saved once you beat them.

    • nlm@beehaw.orgOP
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      I’d never play that on PC. It would work on xbox though since quick resume just let’s ju pop out to the dashboard and resume whenever. It’s not foolproof but I’ve only had to restart from a checkpoint a few times.

      • Rai@lemmy.dbzer0.com
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        Like someone else above said, on PC you can just use Cheat Engine to speed hack it to 0x speed, pausing the game!

    • NuPNuA@lemm.ee
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      Because that’s how the 8 bit games it was replicating worked, if they even had saves at all.

  • Fubarberry@sopuli.xyz
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    This is a big part of what I like about the steam deck, being able to stop instantly is huge, especially on a handheld.

    • TheOakTree@beehaw.org
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      Piggybacking your comment to mention that for single player games on PC, setting CheatEngine’s “speedhack” to 0x multiplier will effectively pause many games, albeit this does eventually crash some games.

      I use it on a toggle hotkey to go get water, let the dogs out, take out my laundry, sign for a delivery, etc. when playing games with no pause system.

      • ASK_ME_ABOUT_LOOM@beehaw.org
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        In my opinion, single player games without a pause function are disrespectful to the player and I’m not going to reward them with money.

        “But my game is hard! You should never be able to feel safe! Not even to pause! Because it’s hard!

        Yes, well, sometimes I have to use the toilet.

        I never thought “being able to pause the game” would be on a list of deal breakers for me, but here we are.

  • Shikadi@lemmy.sdf.org
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    Kill enemy, save, make certain jump, save. Takes a lot of risk out of the game. I like when games let you save anywhere but if you restart the game or load your save you start in the beginning of a room regardless of where you saved from. (Like ocarina of time)

    • ono@lemmy.ca
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      Takes a lot of risk out of the game.

      Indeed. But on the other hand, the thing at risk is the player’s time, and only the player can manage it appropriately. A game that doesn’t respect that can quickly become a chore.

      • Shikadi@lemmy.sdf.org
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        It’s a balancing act, artistic choice and such. Also depending on the company, it might be designed to increase engagement to keep you addicted

        • ono@lemmy.ca
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          it might be designed to increase engagement to keep you addicted

          Perhaps, but that can just as easily backfire. A game that disrespects my time earns my contempt, both for it and for the people who made it.

          For example, I returned Red Dead Redemption 2 and now avoid Rockstar games, in part for this reason.

    • Seathru@beehaw.org
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      I liked on Postal where if you saved too often it would announce “My grandmother could beat the game if she saved as much as you do”

    • Piers@beehaw.org
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      That can be overcome by handling save and exit and continuing from those saves differently to normal saves (is have normal saves be possible whilst continuing to play and be loadable as many times as you wish until it is overwritten, but have “save and exit” create a seperate save file that is deleted after successfully loaded.) One type of save allows you to undo in game events, the other only allows you to end your session an resume it at another time.

      Does mean more work to do to make it work properly though.

    • BudgieMania@kbin.social
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      I have to agree with this, for certain games limiting the saves is the correct answer honestly.

      Something like the Fear and Hunger series wouldn’t work as well with unlimited saves anywhere because a large part of the appeal is to have to struggle and power through horrible conditions, that would be lost if you could reload every time one of your pals got their arm cut off in a fight and stuff like that

      • hypelightfly@kbin.social
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        This just reads to me as an excuse for people with no self control to ruin the experience for others. I you want to limit saves, no one is making you use a quick save feature but yourself.

        • some_guy@kbin.social
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          That’s the reason for a lot of gameplay design decisions these days.

          Players have zero self-discipline so developers need to adjust their games so that players don’t optimize the fun out of them.

          • some_guy@kbin.social
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            For a well adjusted person that seems absolutely, ludicrously stupid.

            I will avoid or return any game that doesn’t respect my agency as a human being. I don’t need external systems to limit me because I’m not a mental toddler and I understand how to have fun.

      • Noxar@lemm.ee
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        I understand limiting saves to avoid savescumming. Not allowing you to save and quit whenever you want in Funger makes no sense though. I quickly installed a mod for Termina to suspend and resume the game because it’s ridiculous to have to play 3+ hours straight before being allowed to close the game.

  • Blackmist@feddit.uk
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    Game state can be a tricky thing. By saving at certain points you just need to maintain a few things, like player health and inventory and which checkpoint they were at. And it’s only got worse the more things a game has to keep track of.

    The solution was used by all last gen and current gen consoles and even the DS and 3DS, which is to suspend the game. This is fine, the Steam Deck can do this too. It’s not perfect. Power loss can lose the data, and some won’t let you play something else while another game is suspended. But for general use over short sessions, it’s alright.

    It’s less useful on PC because it probably will crash the game anyway, and normally you’d want to use the PC for other things.

    • Nalivai@discuss.tchncs.de
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      It was tricky when the hard drive space was limited. Now we have basically free SSDs and saving the game is just the nature of serealisation of all the data. You don’t have to write your own solution even, it’s all was figured out decades ago

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        1 year ago

        Sure, but none of it is as simple as just saving what you need to at fixed points, and letting the console handle the suspend function.

        Oh, and additionally: what happens when you softlock yourself by saving just as you’re about to die? Is the player to blame? Sure. Will they blame you anyway? You betcha.

        • nlm@beehaw.orgOP
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          1 year ago

          You can still have checkpoints and auto saves at intervals. That way you can reload if you save a second before dying or whatever.

        • Nalivai@discuss.tchncs.de
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          1 year ago

          Depends on how weird of a bullshit you’re doing and what engine are you using, but sometimes it’s even easier, you just use the readily available module.
          As for the second point, you avoid it by giving the user control on when they save, you allow them to save unlimited amount of times, and you do some autosaves here and there. We have this technology since forever, we just never used it on consoles before because hard drives for it were expensive

  • ______@lemm.ee
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    1 year ago

    The only reason is hardware limitation. I imagine it’s more difficult to load at any point in the game in a massive game due to how much is stored in your memory.

    Let’s say you’re playing a game and there’s 6 NPCs outside and they’re doing their own thing.

    If the game has a traditional save system, when you exit the save location it’s normal for these entities to rest let their position. Maybe at best their properties (maybe they were wet because of rain) are saved.

    But it’s much easier to just not save any of this info and reload everything from scratch and only save your progress and location.

    • nlm@beehaw.orgOP
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      1 year ago

      Some games seem to manage it quite well though? But yeah, they probably had to pit a lot more energy into implementing it.

      • ______@lemm.ee
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        1 year ago

        I think some custom game engines have creative solutions for handling instant saving and loading. For example System Shock has save and load without any delay. But it is a fairily simplistic game at the same time.

    • NuPNuA@lemm.ee
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      1 year ago

      Ironically Bethesda games track tons of stuff on the world state and still let you save pretty much anywhere.