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?

  • 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.

          • Liz@midwest.social
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            1 year ago
            1. The too-easy levels of notfun are very far away from the too-hard levels of notfun.

            2. Different games are for different styles of fun and for different people. Heck, some games are more like walk-through stories than actual games. If the game is too hard for you to enjoy, then that game just isn’t for you, that’s all. Let other people have their difficult games and find a different one to enjoy. When I played Monopoly Go and found it boringly easy, I didn’t complain that they should make it harder so I could enjoy it, I just recognized that I wasn’t the kind of player they were targeting and found something else to play.

            • probably@beehaw.org
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              1 year ago

              These are subjective statements though and different people want different things. And difficulty variation can broaden the audience while not really changing the game. Sometimes I love a fight. Sometimes I want a story. Sometimes I want to couch coop with my youngest kid and he struggles with some games that he otherwise loves (looking at you Cuphead) that an easier mode would totally fix. And he absolutely loves Sonic, but the originals would be unplayable for him if not for modern saving and non permadeath. Or emulation with save states and cheat codes.

              Why are you trying to convince people that if a game is too difficult or long periods between saving doesn’t work for them then it is their fault and not that of the game design. That’s a weird stance to take. If someone designed a car that was generally very nice but with the gear shift next to the passenger seat door, would you say that is just a car for people with super long arms or would you say that was a poor design choice that is going to massively limit an otherwise nice car?

            • StantonVitales@beehaw.org
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              1 year ago

              This seems to act like games and their default difficulty options are commandments carved in stone when they’re not. If I find a game to difficulty to enjoy and then find it enjoyable by cheating, that’s what I’m gonna do.

        • JackbyDev@programming.dev
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          1 year ago

          I know what will make me happy and it’s not being forced to sit for a full hour through a rogue like just because of whiny goobers complaining to the devs so they don’t implement save and quit.

  • 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…

          • 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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                1 year ago

                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

  • 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.

        • ampersandrew@kbin.social
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          1 year ago

          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.

  • trashhalo@beehaw.org
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    1 year ago

    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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      1 year ago

      Very much so! For the longest time I had a xerox of some gaming magazine with all the save codes for Lemmings!

  • Blackmist@feddit.uk
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    1 year ago

    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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      1 year ago

      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

      • Blackmist@feddit.uk
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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.

        • 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

        • 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.

  • GTG3000@programming.dev
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    1 year ago

    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.

  • 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.

      • 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.

          • 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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              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.

  • 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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        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.

  • NuPNuA@lemm.ee
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    1 year ago

    All consoles support game suspension these days. The Xbox lets you keep multiple games suspended, just use that.

    • nlm@beehaw.orgOP
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      1 year ago

      I do use that. I have a Series X but I play on PC as well. Some games aren’t available on xbox and sometimes the TV might be occupied or I might want to squeeze in some quick gaming while already at my desk.

      • NuPNuA@lemm.ee
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        1 year ago

        Sounds like a them problem. And to be fair, you can suspend games via Steam OS so it’s more of a windows problem.

        • StantonVitales@beehaw.org
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          Pretty petty response to the hole in your grand sweeping statement left by literally millions of gamers.

          Also “to be fair” is a phrase meant to give the benefit of the doubt to the side you’re arguing against, not to reinforce your own argument.

  • ClammyMantis488@beehaw.org
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    1 year ago

    One of my favorite things about the DS family was its pick up and play nature. Sure not every game would let you save and quit, but you could just shut the lid and come back later and everything will still be right where you left it.

    • NuPNuA@lemm.ee
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      Steam Deck and all home consoles let you do that now. It’s only PC gamers who don’t have the function.

  • 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.

      • Rai@lemmy.dbzer0.com
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        1 year ago

        Like someone else above said, on PC you can just use Cheat Engine to speed hack it to 0x speed, pausing 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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      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. :)

  • 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)

    • 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”

    • 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.

    • 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

      • 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.

      • 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.