Posted June 25, 2014
TullyFernado: Yeah, that's where the bit about them being "well considered" comes into play, which of course applies to any save mechanic. I've definitely played games where you'll have some sections between checkpoints that are easy while others are long and difficult. There's a balance problem there. Or there are the cases where you mess up horribly then the game unexpectedly saves on you. Oh no! 'Course, sometimes it's good to be forced to live with the consequences.
Yeah, exactly. I've had that happen to me too many times with checkpoint games so I hate checkpoints in general. And adding bugs into the mix just makes it even more frustrating (yes games should be bug-tested and ideally shouldn't have bugs to begin with, but every game has some bugs and being able to save often and reload an earlier save helps alleviate this). The only thing I hate more than having to keep redoing something that I'm failing is having to keep redoing it when I don't even feel like it's my fault due to bugs/crashes/etc. When I was younger I had some of the problems you describe with quick saving where I was reloading my saves too frequently and not really enjoying it, but once I realized what was going on I trained myself not to load so much and the problem went away. But there's nothing I can do to reduce the problems I have with checkpoints which is why I consider that to be the worse alternative.
However, I think a combined save system is ideal (checkpoints/autosaves for backup and manual saving for whenever I want). And I really wouldn't mind if such a system had an option to disable quick saving. I'd still use the quick saving, but if other people enjoy the game more with that disabled then that's fine too :) It's too bad games don't offer the option though.
Post edited June 25, 2014 by Jennifer