SvennoJ said:
Why not make it a choice at the start? Some people like min max gameplay, want to replay a cool section or find out alternative ways to handle a situation. A choice doesn't matter if you never know the alternatives. Although in a lot of games choice is just an illusion. Reload, do it different, same outcome. Having one autosave slot protects the illusion I guess. |
No choice on saves haha. I used to have a similar opinion as you on this. Demon's souls changed my mind on it. As much as i disliked not being able to reload a save after i accidently hit the wrong button near a npc vendor and killed it, I eventually understood the value of not being able to rewind a mistake or to a choice in a playthrough.
It brings true consequences and rewards to your choices which ultimately makes the entire experience of playing a game better. If someone wants to know what the other path was like in a game, create a new profile and go that route instead of reloading a save to find out the easy way. It's just cheapens the experience and choices made up to that point by reloading saves.
With some games, one autosave slot doesn't work because of bugs or issues in the game like bethesda's fallout or elder scrolls. Also i disagree with checkpoint saves right before a boss or QTE. That's making it way too easy for any gamer who died.
i believe that there should be one autosave spot per character profile in a game but you can have multiple character profiles.








