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?

  • MJBrune@beehaw.org
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    11 months 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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      11 months 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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        11 months ago

        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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          11 months 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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            11 months 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?

    • nlm@beehaw.orgOP
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      11 months ago

      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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        11 months ago

        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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          11 months ago

          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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            11 months ago

            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.