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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      1 year ago

      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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          1 year ago

          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…

  • nottheengineer@feddit.de
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    1 year ago

    Implementation probably. Checkpoints are easy because you don’t have to save the entire game state, just the progression.

    • nlm@beehaw.orgOP
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      1 year ago

      Yeah, good point and that’s a valid reason I suppose.

      It’s still very nice when you have more flexibility.

      Wish PC games could implement something like the xbox quick resume or something.

      • nottheengineer@feddit.de
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        1 year ago

        That’s already a thing on the steam deck and it works with almost any game.

        Microsoft could implement it for Windows too, but people will want still use their computer when pausing a game so it’s a lot harder to do.

          • Piers@beehaw.org
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            1 year ago

            Iirc they are working to integrate it into the Steam client on desktop wherever possible (and to try to allow for cloud syncing the game state between devices.) Not sure how it’s been going but iirc it was never going to be made available until after the UI update (which came out quite recently.)

  • 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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      1 year ago

      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.

          • conciselyverbose@kbin.social
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            1 year ago

            I’m perfectly fine with it being a setting you can disable, but I do personally strongly prefer a game to enforce some kind of save restriction.

            • Coelacanth@calckey.world
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              1 year ago

              Again, I see the desire to savescum as a symptom more than anything else. If you find yourself reaching for the quickload button, it’s because the game didn’t make it interesting enough to keep going despite something going wrong.

              This is at least the case for choice-based situations, where it’s incredibly common for there to be an “optimal route” and for the alternative or failure-state to be much inferior in both rewards and enjoyment.

              For games where overcoming a challenge is the primary experience, such a beating a Dark Souls boss, then sure. Being able to quicksave at the start of each phase of a boss would be bad since the point is to overcome the challenge of managing to scrape through the entire fight.

              • conciselyverbose@kbin.social
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                1 year ago

                I think that’s a matter of preference. I don’t think many video games have good writing (even compared to a lot of casual popular “beach read” type books), so I get my story telling from however many audiobooks I can squeeze into 2x 40-50 hours a week. I want challenges in games and I want distinct fail states to punish failure.

      • Piers@beehaw.org
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        1 year ago

        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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          1 year ago

          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.

  • MJBrune@beehaw.org
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    1 year ago

    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.

    • buckykat@lemmy.blahaj.zone
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      1 year ago

      The right way to handle auto saves potentially being at bad times is to just keep the last 5 or so of them, and allow multiple manual saves too.

      • MJBrune@beehaw.org
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        Eh, that’s honestly not a great solution. It’s a bandaid workaround. Getting better detection on when to auto-save or auto-saving at known good times is a lot better. The multiple auto-save solution is a good fallback but not the definitive answer. You could also just make the player invincible for 1-2 seconds after a save load and then also cast their position to the navmesh to make sure you save them in a place that they aren’t going to immediately fall to their death or out of the map. A lot of open-world games now just restart your character entirely leaning up against a building in the world or camping or whatever. Making it feel like the player character has their own agency and actions while you just play them for a while.

        It’s also a compounding issue, that’s just one of the technical issues over many. In the end, it really depends on the type of game you are building. Every game is released incomplete, even the biggest masterpiece, the developers wanted to do something more. So you balance the technical issues between saving the real-time states or just saving off some simple data like you were at this mission in this area, with this inventory, with these player stats. Even that is a lot to keep track of and test. To then add stuff like AI states, active combat, randomization data, etc. I understand why a lot of roguelikes don’t save most of the active game data. After all, developing games is very hard and the save system is not a high priority to the general experience of the game.

        • buckykat@lemmy.blahaj.zone
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          1 year ago

          No, those are all worse than just having multiple saves and more user control. I hate those approximate save systems because they force me to waste time getting back to what I was doing when I load a save.

          • MJBrune@beehaw.org
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            1 year ago

            That’s fair, you can certainly like the multiple saves and more user control. Personally, I feel like it boils down to what type of game I am playing. If I am playing a large RPG then yes, auto-save multiple times and let me have a ton of user control. if I am playing a roguelike in which a run will be over in 15 minutes, I don’t mind not having any control over my saves because I don’t care about an individual run most of the time. If I do, I spend the extra 5 minutes and finish up the run. For something like Just Cause or RDR2, I feel like their general save system is fine enough and gives a good cinematic feeling which outweighs any time I spend getting back to whatever I was trying to do. Which is typically just a few steps away from what I found.

            That said I’m probably diving too deep into this stuff. I develop games for a living so I am constantly thinking about the best system for the game. I don’t think every game would be better if it had a multiple-save slot auto-save system. I can understand why it’s not in scope or would hurt the experience. If Alien Isolation had just saved where ever you are, that game wouldn’t have been as intense as it was. It’d ruin the game.

            It’s fine to like the system, it works well for a lot of games but maybe it’s not a one-size fits all solution?

  • Firestorm Druid@lemmy.zip
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    1 year ago

    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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      1 year ago

      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.

      • Rentlar@beehaw.org
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        1 year ago

        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).

  • Fubarberry@sopuli.xyz
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    1 year ago

    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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      1 year ago

      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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        1 year ago

        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.

  • soben@orcas.enjoying.yachts
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    1 year ago

    I just watched a video that covered this in part. You want to keep the player immersed in the game experience. The more interfaces you give them, the more they’re taken out of the experience.

    So autosaves are a great way to keep the user interacting with the game and feeling immersed.

    • nlm@beehaw.orgOP
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      1 year ago

      Autosaves are great and all… I just want to be able to quit whenever. There’s usually a confirmation when you’re trying to quit anyway. Just save and quit then. :P

      I’m glad at least some games still allow you to do that.

  • Shikadi@lemmy.sdf.org
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    1 year ago

    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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      1 year ago

      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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        1 year ago

        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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          1 year ago

          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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      1 year ago

      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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      1 year ago

      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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        1 year ago

        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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          1 year ago

          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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            1 year ago

            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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        1 year ago

        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.

  • r00ty@kbin.life
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    1 year ago

    Back in the day of 8/16bit computers we had the solution for this. The action replay cartridge. Could save the exact machine state at any time.

    • nlm@beehaw.orgOP
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      1 year ago

      Save states would be nice. Just dump the game’s data from ram to disk.

      That would probably take up a ton of space though. :)

  • bonegakrejg@lemmy.ml
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    1 year ago

    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.

  • ______@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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      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.

    • nlm@beehaw.orgOP
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      Yeah, quick resume on xbox as well and that’s great, most modern games use it. Not all though and not on PC.

  • theteachman@lemm.ee
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    1 year ago

    Recently playing Child of Light. The game has this autosave system that whenever you use a skillpoint or craft an oculi (gives attributes) by accident, it just saves then and there. Kinda fucked me up often

  • JackbyDev@programming.dev
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    1 year ago

    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.

    • Psythik@lemm.ee
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      1 year ago

      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.

      • Liz@midwest.social
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        1 year ago

        The problem being that a lot of people don’t actually know what it is that will make them happy. Winning is good, right? Yeah, but not if it’s too easy. Being to save the game state at any point makes a lot of games much too easy to be any fun. And while you might argue “well just don’t save all the time,” people are also bad at creating their own handicaps to increase fun.

        Yes, there are exceptions to every generalization (see: OSRS Ultimate Ironman) but by and large there’s a reason why the most popular kind of games are set up the way they are.

        You ever play Monopoly Go? Straight-up not fun because it’s basically impossible to lose.

        • StantonVitales@beehaw.org
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          Winning is good, right? Yeah, but not if it’s too easy

          That’s how you feel about it, though, not an objective thing everybody feels the same about. I absolutely cheat whenever I’m finding a game too difficult, and I assure you, I’m still enjoying the game. I don’t know what people get out of what I find to be the extremely infuriating act of repeatedly failing over and over until I finally get it right, but I have not ever felt the sense of accomplishment I’m told I should feel after finally beating something I struggled with. I feel angry and like I wasted a bunch of time when I could have been enjoying something more fun.

          I’m just trying to have a good time, not compete with myself or prove that I can learn just the right way and right time to hit certain button combos or whatever.