this post was submitted on 29 Jul 2023
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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?

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[–] ______@lemm.ee 4 points 2 years ago (2 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 2 years 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.

[–] ______@lemm.ee 2 points 2 years 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 3 points 2 years ago (1 children)

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

[–] ______@lemm.ee 2 points 2 years ago

That is one thing they got right I guess.

[–] Shikadi@lemmy.sdf.org 3 points 2 years ago (6 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)

[–] Piers@beehaw.org 4 points 2 years 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 2 points 2 years ago (4 children)

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 4 points 2 years 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.

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[–] kelvinjps@beehaw.org 2 points 2 years ago (4 children)

emulators have this ability

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