this post was submitted on 29 Jul 2023
194 points (100.0% liked)

Gaming

30429 readers
256 users here now

From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!

Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.

See also Gaming's sister community Tabletop Gaming.


This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.

founded 2 years ago
MODERATORS
 

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?

top 50 comments
sorted by: hot top controversial new old
[–] th_in_gs@lemmy.sdf.org 39 points 1 year ago (4 children)

Or pause during cut scenes!

[–] MonkderZweite@feddit.ch 9 points 1 year ago (1 children)
[–] tombuben@beehaw.org 6 points 1 year ago

Or allow you to accidentally skip cutscenes when you didn't mean to.

[–] fuzzywolf23@beehaw.org 3 points 1 year ago (2 children)
[–] Sternhammer@aussie.zone 2 points 1 year ago

To be fair, Kojima games are primarily vehicles for cut-scene delivery. Gameplay is a bonus.

load more comments (1 replies)
load more comments (2 replies)
[–] Squirrel@thelemmy.club 38 points 1 year ago (1 children)

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 23 points 1 year ago (1 children)

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 9 points 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.

[–] v4ld1z@lemmy.zip 32 points 1 year ago (1 children)

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 11 points 1 year ago (2 children)

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.

[–] JackbyDev@programming.dev 6 points 1 year ago (1 children)

Oh no, some cheated in a single player game!

[–] ampersandrew@kbin.social 2 points 1 year ago (1 children)

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.

[–] JackbyDev@programming.dev 2 points 1 year ago (3 children)

Why do you care? It's like Sheldon complaining that people are having fun wrong.

load more comments (3 replies)
load more comments (1 replies)
[–] JackbyDev@programming.dev 27 points 1 year ago (2 children)

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 22 points 1 year ago (1 children)

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 7 points 1 year ago (2 children)

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 15 points 1 year ago* (last edited 1 year ago) (1 children)

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 3 points 1 year ago (2 children)
  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 5 points 1 year ago (1 children)

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?

load more comments (1 replies)
load more comments (1 replies)
[–] JackbyDev@programming.dev 2 points 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.

load more comments (1 replies)
[–] trashhalo@beehaw.org 23 points 1 year ago (2 children)

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?

[–] boot@lemmy.loungerat.io 4 points 1 year ago

JUSTIN BAILEY

load more comments (1 replies)
[–] GTG3000@programming.dev 12 points 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.

[–] GBU_28@lemm.ee 10 points 1 year ago (3 children)

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

load more comments (3 replies)
[–] Fubarberry@sopuli.xyz 10 points 1 year ago (1 children)

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 3 points 1 year ago* (last edited 1 year ago) (1 children)

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 6 points 1 year ago* (last edited 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 8 points 1 year ago (2 children)

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.org 6 points 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.

[–] vanquesse@lemmy.blahaj.zone 2 points 1 year ago

The easiest way to break immersion is frustration. Not adding options to take color blindness into account does not add immersion for colorblind people because it's more like the real world or has less UI. It adds frustration and ruins any chance of them being immersed. What frustrates us is not a universal and static list of concepts, so neither is immersion.

[–] ClammyMantis488@beehaw.org 8 points 1 year ago (1 children)

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.

load more comments (1 replies)
[–] theteachman@lemm.ee 8 points 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

[–] r00ty@kbin.life 7 points 1 year ago (1 children)

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.org 5 points 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. :)

[–] Shikadi@lemmy.sdf.org 7 points 1 year ago (9 children)

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 11 points 1 year ago (1 children)

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 3 points 1 year ago (1 children)

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 6 points 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 9 points 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 4 points 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.

load more comments (6 replies)
[–] bonegakrejg@lemmy.ml 7 points 1 year ago (1 children)

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.org 3 points 1 year ago (1 children)

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.

load more comments (1 replies)
[–] ______@lemm.ee 5 points 1 year ago (1 children)

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.org 4 points 1 year ago (1 children)

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

load more comments (1 replies)
[–] nottheengineer@feddit.de 3 points 1 year ago

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

[–] dutchkimble@lemy.lol 2 points 1 year ago (1 children)

Rest mode if you're on the PS

load more comments (1 replies)
load more comments
view more: next ›