Posted June 26, 2011
I guess we all know what I'm going to talk about, modern games don't feature save state systems anymore. I've been told it's not a big deal before, but it's kind of ruining my gaming lately.
Most games since the beginning of this generation of consoles use a checkpoint based save system, typical in console games from the previous console generation. That is, the games save automatically when the developers decide it's the moment to save, without letting the player make any decision for themselves. But, even companies that are focused on PC have started to put obstacles to the traditional save state systen. For example, The Witcher games do not let you save with close enemies and Amnesia always takes the player to the beginning of a room for whatever save game made inside that room. So, why exactly does this happens? Anybody knows? Why suddenly all developers are conspiring against the traditional save state system? I really want to know, because I'm wasting countless hours of my life replaying the same sections of different games because the developers don't see any reason to either put checkpoints more often or just let me save whenever I want.
I'm playing Alice Madness Returns and I'm stuck. There is a point in which you have to fight a couple of waves of certain enemy that kills you in two blows. I would like to save between the first and second waves, so I don't have to repeat the first wave again and again. And the first wave is hard enough to manage to pass through two without any saving in between.
Just to make this clear, I'm sick of video games treating me as an idiot that cannot be allowed to make any decision and that need a continuous guidance on what to do next, and this is becoming a fucking cancer in modern game design. I think checkpoints are just another one of those situations. If my suspicions are correct, this occurs because developers think this makes the game more dynamic and they don't have to bother their stupid player with a button to save the game. Either that, or as most games are just console ports these days they are too lazy to add a save state system to the PC version (wait!, I though consoles had hard discs too).
Besides, the gameplay from modern video games has been reduced to a series of rooms that are loaded with enemies after the closest checkpoint has been reached. Instead of living worlds we have linear maps with opportune turns, small corridors or doors that hide the fact that the monsters in the next room are still not ready to appear. It is pathetic that this is the best video games can do.
Now, in order to be productive, I'll propose an alternative. Hey!, game developers, remember the Sands of Time? That game that would store the last 10 seconds of gameplay and let you rewind through them at will? Why not do that as a save system, letting the player go to the exact point of the walkthrough the want to go? After all it's been 8 years since that game was released and most of the games I'm playing now are much less complex in terms of gameplay than that one, how hard would it be to save a complete walkthrough of a modern game by now? At least, that would be technological progress in game making for a change.
Most games since the beginning of this generation of consoles use a checkpoint based save system, typical in console games from the previous console generation. That is, the games save automatically when the developers decide it's the moment to save, without letting the player make any decision for themselves. But, even companies that are focused on PC have started to put obstacles to the traditional save state systen. For example, The Witcher games do not let you save with close enemies and Amnesia always takes the player to the beginning of a room for whatever save game made inside that room. So, why exactly does this happens? Anybody knows? Why suddenly all developers are conspiring against the traditional save state system? I really want to know, because I'm wasting countless hours of my life replaying the same sections of different games because the developers don't see any reason to either put checkpoints more often or just let me save whenever I want.
I'm playing Alice Madness Returns and I'm stuck. There is a point in which you have to fight a couple of waves of certain enemy that kills you in two blows. I would like to save between the first and second waves, so I don't have to repeat the first wave again and again. And the first wave is hard enough to manage to pass through two without any saving in between.
Just to make this clear, I'm sick of video games treating me as an idiot that cannot be allowed to make any decision and that need a continuous guidance on what to do next, and this is becoming a fucking cancer in modern game design. I think checkpoints are just another one of those situations. If my suspicions are correct, this occurs because developers think this makes the game more dynamic and they don't have to bother their stupid player with a button to save the game. Either that, or as most games are just console ports these days they are too lazy to add a save state system to the PC version (wait!, I though consoles had hard discs too).
Besides, the gameplay from modern video games has been reduced to a series of rooms that are loaded with enemies after the closest checkpoint has been reached. Instead of living worlds we have linear maps with opportune turns, small corridors or doors that hide the fact that the monsters in the next room are still not ready to appear. It is pathetic that this is the best video games can do.
Now, in order to be productive, I'll propose an alternative. Hey!, game developers, remember the Sands of Time? That game that would store the last 10 seconds of gameplay and let you rewind through them at will? Why not do that as a save system, letting the player go to the exact point of the walkthrough the want to go? After all it's been 8 years since that game was released and most of the games I'm playing now are much less complex in terms of gameplay than that one, how hard would it be to save a complete walkthrough of a modern game by now? At least, that would be technological progress in game making for a change.