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?

  • Erk@cdda.social
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    11 months ago

    “obvious” means, I think, that it says something like “last saved 5 seconds ago”

    • 995a3c3c3c3c2424@feddit.nl
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      11 months 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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        11 months 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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          11 months ago

          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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            11 months 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