F4LL0UT: Free / quick saving But both as a gamer and designer I consider checkpoints a much more elegant solution. I don't think that portioning challenges is something that should be the player's responsibility. It's just not a valid gameplay decision and if you have the ability to save at any point, the thought of when to save just keeps muddling the gameplay experience which should be focused on how to survive, how to kill etc.. That or you keep hitting the save key as often as the jump key.
E.g. "we don't trust the player to handle saves on his own so let's just do it for them" mentality.
If you are bound on limiting the player's options and so worried about your preciously balanced fights, you can easily fix that by disabling saves while in combat. Many games have done that and I find that it is an acceptable middle ground.
F4LL0UT: And quick saves have the ability to trivialise any challenge by giving the player the option to break it down into tons of micro challenges. Additionally checkpoints have very much improved balancing. With quick saves developers often had a tendency to create sections that can barely be beaten at once - quick saves would make them beatable. With checkpoints designers HAVE to make sure that a section (any sequence between two checkpoints) is perfectly beatable. Of course the downside is that if a section becomes too hard or long, players just have to deal with it.
If a player can't control himself with saving so that it is detrimental to his enjoyment of the game, only he is to blame and no one else. And if you can save anywhere, a scenario is always beatable.
Not to mention the annoyance of checkpoints with things like:
1) Finish a fight at 10HP
2) Spend 10 minutes scrounging the level for health, armor, ammo and secrets
3) Miss a jump right before the next checkpoint
4) Have fun repeating 2) or most likely:
5) Just exit the game for the day
OR you can just:
1) Have the ability to save when you want.
2) ????
3) Profit
F4LL0UT: Maze levels A thing that's pretty infuriating about old action games is that levels would often be too convoluted. Doom, Duke Nukem 3D, Jedi Knight, you name it. The biggest challenge would often be finding the right way or button to press etc., it's what would usually make you get stuck rather than tough combat challenges. Some environmental puzzles or sections where navigation is meant to be challenging, that's okay, but it's not okay if you're playing a fast-paced shooter and what's giving you a hard time is something entirely detached from the (alleged) core gameplay. It's most infuriating, though, when this shit happens in a game that does not even have "maze" design, like Soldier of Fortune II, which is basically a tunnel shooter but will once in a while give you a pretty wide area where you have to find a tiny ventilation shaft or suddenly have to execute a risky jump between two obscure spots.
I can see people inexperienced with old games easily getting lost. But once you get a little into those games, you can identify the usual trends and then the issue rarely arises again. And at least there is some variety from the action. People are just spoiled by the modern game design, unwilling to adjust.
CMOT70: PC games designed with their difficulty around the concept of save scumming all through the 90's. It's not skilful saving every 5 steps and reloading until you get lucky. How can you ever have a sense of dread and tension in a game, if you can just reload from 5 seconds ago without consequence? Losing progress is a way to make the player better and punish them for playing badly. Being able to save anywhere is the bane of video gaming. The original Hitman was the game that taught me how restrictive saving is better- I never felt such tension in a game up until Hitman, and I've never looked back.
darthspudius: you didn't HAVE to save "scum". It's called quick saving. You don't have to use it, but it's better than not having it.
Absolutely agreed. While having the option to quick save doesn't hurt anything, not having it sucks hard.
CMOT70: Quick saving is save scumming, and in old games you did need to do it quite often, the challenges were built around it.
Edit: that was a reply to above but it didn't work that way for some reason.
If you can't control yourself with saves and it is detrimental to your enjoyment of the game, only you are to blame. If you spam save to such a degree that you get annoyed, it is not the game's fault. And if you are actually good, you rarely have to resort to save scumming. Having to reload every 10 seconds should be your cue to reduce the difficulty, not blame the save system.