Alby_da_Wolf said: I don't want autosave for that reason because it either makes things too easy or it risks messing things if the game offers many possibilities and some are triggered in a way that's not immediately evident. Anyhow, in most games, either saving is possible only during quiet moments, so you can't divide a big battle in many easy chunks, or if it's left possible it isn't a wise choice anyway, because you could reload in a situation in which you haven't enough time to react. BTW this is a flaw in some games with worlds divided in small parts united by load points, like Thief III mission levels and central hub, or like when going from outdoors to indoors and vice versa in Morrowind, where the part you leave remains frozen at the moment you left it, so if you were escaping, chased by enemies, you could be trapped and being immediately hit by them as soon as you reenter that world section without time to react, dodge or parry their blows, unless there are other load points to reenter it. |
What ruins it for me in RPGs especially - is that if a conversation doesn't go the way you want it to, you can just simplly reload and try again. For example if you fail a speech check in Fallout 3 or you don't have a high enough skill/attribute in Fallout: New Vegas, you can just reload, change your gear, buff yourself and do the conversation again...
When I think about, I think the best system is in Diablo 2 and the Souls series - the game autosaves every few seconds and doesn't support multiple saves, so no second attempts, no quicksave/quickload, every mistake is punished. It adds so much to the experience.