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Grumm19698dI think you miss the fact that this is part of the game.
Most of open-world games do not have this because it doesn't matter. You quit the game during a mission ? Fine, but you will have to start the mission again.
Also it is pretty easy now even with checkpoints.
I remember games on the Sega master system that you don't have save points. You have to complete the whole game in one go. -
@Grumm it depends on the game, yes.
And sometimes, very rarely, it makes sense to have checkpoints rather than being able to save everywhere, any time.
But new games doing it for no good reason is what pisses me off.
I have played countless games in the past 3 decades and I know when it serves the game and when it‘s just used because old games of the same genre have used it.
It‘s trying to copy a fun game and not knowing what actually makes it fun, so you copy the wrong parts. -
I think CDPR had to do this for Cyberpunk during combat because loading mid combat exposed a bunch of bugs. Although, you can leave combat intentionally and save. So I dunno all the reasons.
I know certain scenes don't allow you to save. When riding with someone else driving you cannot save. -
I can give you some examples. All JRPGs usually had save points.
Final Fantasy 7 had this for sure.
Final Fantasy 7 Remake got rid of it because it was bad for the game.
Chained Echoes and Sea of Stars, both modern games which (successfully) try to capture the fun and beauty of old JRPGs, also got rid of it.
A few days ago I played another 2 modern JRPGs (Eiyuden Chronicles and Edge of Eternity) who want to achieve the same, but they use this stupid save point system.
Those are just examples for JRPG. There are other genres that got rid of it in modern times and others didn‘t.
I have no problem with checkpoints in missions in open world games, in general. -
Also most games which have checkpoints and save points use this to prevent save scumming.
But save scumming can be prevented by forcing the game to quit after saving.
This allows to quit the game at any time and continue later exactly where you left off. -
@Lensflare in a highly modded version of Skyrim. Save scumming can corrupt your saves. So I avoid doing it for really stupid shit. It has something to do with scripting load or some shit.
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I hated the placement of most / all of the auto-save points in 'Singularity'.
Great game, but that saving system was fucked up.
Especially when going for the collectibles.
I do have fond memories of the typewriters in early 'Resident Evil' games && phones in 'Parasite Eve' games. -
Grumm19696dI remember the codes you had to write down after finishing a level on some gameboy games. Most platform games keep this stile of save points I guess.
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@Grumm level codes is a perfect example of a solution for a technical limitation.
The technical limitation is that you couldn’t persistently save anything on something like an NES.
Related Rants
Games which have a save point or checkpoint system: FUCK YOU!
This is a technical limitation that was present in game consoles in the 90s.
There is no fucking need to implement save points in games made today!
It serves no purpose other than to generate frustration for the player and make the player redo the same section of the game again and again when he fails.
Oh how much fun it is to repeat 20 minutes of tedious shit as a punishment because I fell into your cheap trap and died!
And even if I don‘t fail, I want to be able to stop the game at any time and continue later where I left off. Is that too much to ask?
I don‘t want to be forced to progress in the game until you decide that NOW, after 20 minutes is the time that I am allowed to quit playing.
This is a fucking design decision. Don’t make your design suck to imitate the games from the past that did it for technical reasons!
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