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Spindel said:
Not having multiple saves in some older adventure games whitch meant that in some cases the game is unbeatable because of a decision you made a couple of hours earlier (and you are not alerted that you can’t beat the game until you reach a certain point further into the game).

The ability to make a decision that renders the game unbeatable in combination with moon logic makes multiple save files a must.

I'd say that this problem makes good game design a must.  That's not on gamers, it's on devs.