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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    2 years 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?

    • nlm@beehaw.orgOP
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      2 years ago

      Yeah, it really can’t be that hard to show a saving indicator…

  • nottheengineer@feddit.de
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    2 years 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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      2 years 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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        2 years 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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            2 years 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.)

  • Druid@lemmy.zip
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    2 years 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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      2 years 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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          2 years 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.

            • ampersandrew@kbin.social
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              2 years ago

              I mean, if you’re knowingly turning on cheat codes in a game, you know you’re deviating from the intended experience, but if you’re doing something the software lets you do, that’s something the designer is trying to tune to steer you toward having a better time. Often times you can take a dominant strategy and think less of the game for it being too easy or one-note, which can and does happen when you can exploit a save system like this. I got through the first Witcher game mostly by save scumming, and I didn’t think particularly highly of it, but the sequels did a much better job of introducing me to the potions, oils, and monster hunting mechanics that would have made the game easier and more solvable without save scumming. Had I known for the first game what I knew of the sequels, I might have enjoyed the game more, but that first game especially didn’t force me into learning those systems.

              • JackbyDev@programming.dev
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                2 years ago

                You’re viewing games as perfect and the designers’ vision as always correct. That’s not always true. Take XCom 2. Many people may tell you that ironman mode (prevents save scumming) is the only real way to play but the game is buggy as hell. Not only do things not always work right sometimes the game just crashes. A buddy of mine has lost multiple save files because of it. The game doesn’t force you to use ironman mode so it’s not a counterargument to what you’re saying but it is illustrative of the point I’m making about games not being perfect.

                Also, why do you view save scumming as the dominant strategy? In reality, many difficult and unforgiving games all but force players to use specific strategies to win. Everything you’re saying about gamers avoiding fun choices for optimum ones is not unique to save scumming. Many games already force players to do this and things like save scumming can actually allow players to try different builds that are less optimal.

                It’s like someone saying the only true way to enjoy a book is by physically reading a physical copy and that audiobooks are more optimal and therefore less fun. No. Different people just want different things.

                Many of the B side challenges in Celeste I played with the 90% speed accessibility option. Trying for 30 minutes to try and get a single damn strawberry was just too much for me. I still had a blast playing it.

                • ampersandrew@kbin.social
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                  2 years ago

                  I’m neither assuming that a game is perfect or that the designer’s vision is always correct, but the designer is intending for you to experience a game a certain way, and it’s often most fun that way. If certain strategies are dominant such that they invalidate large portions of the game that are there, it usually results in that game being boring. Your mileage may vary, of course, but that’s how these things tend to go. The Witcher is a much more interesting game for me when you utilize potions, oils, and monster manuals, and I found the combat to be quite boring when I didn’t know how to interact with those systems and instead just reloaded saves for better dice rolls. By forcing you to play a certain way, like by omitting certain save systems, they’re making sure you play the way they intended, and if the game is as good as they hoped to have made it, it will result in the most people having the best time.

                  Here’s another example. Batman: Arkham combat is an amazing replication of what Batman is in video game form. It’s one man taking on dozens of others, usually more lethally armed than he is, with some athleticism and a bunch of gadgets. You’re incentivized via the scoring/XP system to never button mash, use every move in your arsenal at least once, never get hit, and to take out every enemy in the room in a single flowing combo. However, it didn’t steer most players into playing that way very effectively (at least on normal difficulty), and many leave the combat system disappointed that they can beat it just by attacking with X and countering with Y.

      • Rentlar@beehaw.org
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        2 years 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).

  • MJBrune@beehaw.org
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    2 years 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.

    • nlm@beehaw.orgOP
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      2 years 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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        2 years 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.

  • JackbyDev@programming.dev
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    2 years 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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      2 years 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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        2 years 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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          2 years ago

          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.

    • nlm@beehaw.orgOP
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      2 years ago

      Pretty much this. And if they’re worried about that just make it so you can only save and quit?

  • trashhalo@beehaw.org
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    2 years 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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      2 years ago

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

  • GTG3000@programming.dev
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    2 years 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
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    2 years ago

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

  • bonegakrejg@lemmy.ml
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    2 years 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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      2 years ago

      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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        2 years ago

        Like someone else above said, on PC you can just use Cheat Engine to speed hack it to 0x speed, pausing the game!

    • NuPNuA@lemm.ee
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      2 years ago

      Because that’s how the 8 bit games it was replicating worked, if they even had saves at all.

  • Blackmist@feddit.uk
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    2 years 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.

  • Fubarberry@sopuli.xyz
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    2 years 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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      2 years 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.

  • ClammyMantis488@beehaw.org
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    2 years 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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      2 years ago

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

      • jherazob@beehaw.org
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        2 years ago

        New to the Deck, am afraid to do that since it screwed up with Cloudpunk the one time i did it, just sent it to sleep with the power button and when it came back it had issues (don’t recall exactly what right now, a black screen i think) and remained until i did a full Deck reboot, feel like it’s a classic PC issue which makes sense, now i don’t send it to sleep until i’ve saved and quit

        • Blackmist@feddit.uk
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          2 years ago

          Some games will fail on it. It’s more of a hack, than something that game devs coded for like they have to on other platforms.

  • ______@lemm.ee
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    2 years 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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      2 years ago

      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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        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
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      2 years ago

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