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?

  • 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
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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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          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.

          • Liz
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            2 years ago
            1. The too-easy levels of notfun are very far away from the too-hard levels of notfun.

            2. Different games are for different styles of fun and for different people. Heck, some games are more like walk-through stories than actual games. If the game is too hard for you to enjoy, then that game just isn’t for you, that’s all. Let other people have their difficult games and find a different one to enjoy. When I played Monopoly Go and found it boringly easy, I didn’t complain that they should make it harder so I could enjoy it, I just recognized that I wasn’t the kind of player they were targeting and found something else to play.

            • StantonVitales@beehaw.org
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              2 years ago

              This seems to act like games and their default difficulty options are commandments carved in stone when they’re not. If I find a game to difficulty to enjoy and then find it enjoyable by cheating, that’s what I’m gonna do.

            • probably@beehaw.org
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              2 years ago

              These are subjective statements though and different people want different things. And difficulty variation can broaden the audience while not really changing the game. Sometimes I love a fight. Sometimes I want a story. Sometimes I want to couch coop with my youngest kid and he struggles with some games that he otherwise loves (looking at you Cuphead) that an easier mode would totally fix. And he absolutely loves Sonic, but the originals would be unplayable for him if not for modern saving and non permadeath. Or emulation with save states and cheat codes.

              Why are you trying to convince people that if a game is too difficult or long periods between saving doesn’t work for them then it is their fault and not that of the game design. That’s a weird stance to take. If someone designed a car that was generally very nice but with the gear shift next to the passenger seat door, would you say that is just a car for people with super long arms or would you say that was a poor design choice that is going to massively limit an otherwise nice car?

              • Liz
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                2 years ago

                This is more like you complaining that some cars don’t come with automatic transmission options. Sorry buddy, some of us like sports cars and having an automatic transmission option would devalue the very concept of what that particular car is.

                I still haven’t beaten Super Mario Brothers. I’ve gotten very close, but I choked on the final Bowser multiple times. I’m not mad at Nintendo for that. I’m not even mad at myself for that. I had loads of fun playing Super Mario Brothers and being able to save would lower the value of the game.

                I don’t understand why you’re insistent that all games need to cater to your desired difficulty level. Some games are made for you, some games are made for other people. Chasing the widest audience possible is how you end up with bland art, be it games, movies, social media platforms, or any other thing people enjoy.

                Look, you said it yourself. Different people want different things, and what some people want is fundamentally incompatible with what you want. So, you get a different set of games than they get.

        • JackbyDev@programming.dev
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          2 years ago

          I know what will make me happy and it’s not being forced to sit for a full hour through a rogue like just because of whiny goobers complaining to the devs so they don’t implement save and quit.

    • 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?

  • 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.

  • r00ty@kbin.life
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    2 years ago

    Back in the day of 8/16bit computers we had the solution for this. The action replay cartridge. Could save the exact machine state at any time.

    • nlm@beehaw.orgOP
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      2 years ago

      Save states would be nice. Just dump the game’s data from ram to disk.

      That would probably take up a ton of space though. :)

  • ______@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.

    • 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.

    • 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.

    • nlm@beehaw.orgOP
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      2 years ago

      Yeah, quick resume on xbox as well and that’s great, most modern games use it. Not all though and not on PC.

  • 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?

    • 995a3c3c3c3c2424@feddit.nl
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      2 years ago

      I hate that even when it is obvious. If I save and then immediately quit and it says “everything since the last save will be lost” I’m always paranoid that it means I didn’t actually save correctly.

      • Erk@cdda.social
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        2 years ago

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

        • 995a3c3c3c3c2424@feddit.nl
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          2 years 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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            2 years 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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              2 years 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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                2 years 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

  • 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.

  • 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?

  • 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.

    • Nalivai@discuss.tchncs.de
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      2 years ago

      It was tricky when the hard drive space was limited. Now we have basically free SSDs and saving the game is just the nature of serealisation of all the data. You don’t have to write your own solution even, it’s all was figured out decades ago

      • Blackmist@feddit.uk
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        2 years ago

        Sure, but none of it is as simple as just saving what you need to at fixed points, and letting the console handle the suspend function.

        Oh, and additionally: what happens when you softlock yourself by saving just as you’re about to die? Is the player to blame? Sure. Will they blame you anyway? You betcha.

        • Nalivai@discuss.tchncs.de
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          2 years ago

          Depends on how weird of a bullshit you’re doing and what engine are you using, but sometimes it’s even easier, you just use the readily available module.
          As for the second point, you avoid it by giving the user control on when they save, you allow them to save unlimited amount of times, and you do some autosaves here and there. We have this technology since forever, we just never used it on consoles before because hard drives for it were expensive

        • nlm@beehaw.orgOP
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          2 years ago

          You can still have checkpoints and auto saves at intervals. That way you can reload if you save a second before dying or whatever.

  • 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.

  • NuPNuA@lemm.ee
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    2 years ago

    All consoles support game suspension these days. The Xbox lets you keep multiple games suspended, just use that.

    • nlm@beehaw.orgOP
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      2 years ago

      I do use that. I have a Series X but I play on PC as well. Some games aren’t available on xbox and sometimes the TV might be occupied or I might want to squeeze in some quick gaming while already at my desk.

      • NuPNuA@lemm.ee
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        2 years ago

        Sounds like a them problem. And to be fair, you can suspend games via Steam OS so it’s more of a windows problem.

        • StantonVitales@beehaw.org
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          Pretty petty response to the hole in your grand sweeping statement left by literally millions of gamers.

          Also “to be fair” is a phrase meant to give the benefit of the doubt to the side you’re arguing against, not to reinforce your own argument.

  • soben@orcas.enjoying.yachts
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    2 years ago

    I just watched a video that covered this in part. You want to keep the player immersed in the game experience. The more interfaces you give them, the more they’re taken out of the experience.

    So autosaves are a great way to keep the user interacting with the game and feeling immersed.

    • vanquesse@lemmy.blahaj.zone
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      2 years ago

      The easiest way to break immersion is frustration. Not adding options to take color blindness into account does not add immersion for colorblind people because it’s more like the real world or has less UI. It adds frustration and ruins any chance of them being immersed. What frustrates us is not a universal and static list of concepts, so neither is immersion.

    • nlm@beehaw.orgOP
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      2 years ago

      Autosaves are great and all… I just want to be able to quit whenever. There’s usually a confirmation when you’re trying to quit anyway. Just save and quit then. :P

      I’m glad at least some games still allow you to do that.

  • 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

  • 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.

        • emeralddawn45@discuss.tchncs.de
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          2 years ago

          That’s funny I found the total opposite with red dead. Too much stupid bullshit like fishing and getting shaved and twenty minute fucking horse rides and not enough actual fun gameplay, just filler all the time. Of course I tried to play it like a completionist when I probably should’ve treated it like grand theft auto and just advanced the story by doing more missions.

          • MJBrune@beehaw.org
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            2 years ago

            I agree in that regard. It’s more story tension rather than action or shootouts. The downtime doesn’t feel like downtime to me but instead character-building. In the next parts of the game immediately something happens to that character. So they build the character up just to get you invested so when something happens it feels like it went to shit but it’s a constant rushed pace. I didn’t engage in the hunting or fishing more than what the story required as much as I am into the robbery and stuff that mainly comes from the missions but the missions bring this character drama that while really good, is too much at times.

    • buckykat@lemmy.blahaj.zone
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      2 years ago

      The right way to handle auto saves potentially being at bad times is to just keep the last 5 or so of them, and allow multiple manual saves too.

      • MJBrune@beehaw.org
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        2 years ago

        Eh, that’s honestly not a great solution. It’s a bandaid workaround. Getting better detection on when to auto-save or auto-saving at known good times is a lot better. The multiple auto-save solution is a good fallback but not the definitive answer. You could also just make the player invincible for 1-2 seconds after a save load and then also cast their position to the navmesh to make sure you save them in a place that they aren’t going to immediately fall to their death or out of the map. A lot of open-world games now just restart your character entirely leaning up against a building in the world or camping or whatever. Making it feel like the player character has their own agency and actions while you just play them for a while.

        It’s also a compounding issue, that’s just one of the technical issues over many. In the end, it really depends on the type of game you are building. Every game is released incomplete, even the biggest masterpiece, the developers wanted to do something more. So you balance the technical issues between saving the real-time states or just saving off some simple data like you were at this mission in this area, with this inventory, with these player stats. Even that is a lot to keep track of and test. To then add stuff like AI states, active combat, randomization data, etc. I understand why a lot of roguelikes don’t save most of the active game data. After all, developing games is very hard and the save system is not a high priority to the general experience of the game.

        • buckykat@lemmy.blahaj.zone
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          2 years ago

          No, those are all worse than just having multiple saves and more user control. I hate those approximate save systems because they force me to waste time getting back to what I was doing when I load a save.

          • MJBrune@beehaw.org
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            2 years ago

            That’s fair, you can certainly like the multiple saves and more user control. Personally, I feel like it boils down to what type of game I am playing. If I am playing a large RPG then yes, auto-save multiple times and let me have a ton of user control. if I am playing a roguelike in which a run will be over in 15 minutes, I don’t mind not having any control over my saves because I don’t care about an individual run most of the time. If I do, I spend the extra 5 minutes and finish up the run. For something like Just Cause or RDR2, I feel like their general save system is fine enough and gives a good cinematic feeling which outweighs any time I spend getting back to whatever I was trying to do. Which is typically just a few steps away from what I found.

            That said I’m probably diving too deep into this stuff. I develop games for a living so I am constantly thinking about the best system for the game. I don’t think every game would be better if it had a multiple-save slot auto-save system. I can understand why it’s not in scope or would hurt the experience. If Alien Isolation had just saved where ever you are, that game wouldn’t have been as intense as it was. It’d ruin the game.

            It’s fine to like the system, it works well for a lot of games but maybe it’s not a one-size fits all solution?