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Just get good.

But seriously, having strategically placed checkpoints requires the player to complete a full obstacle before moving on. If there were checkpoints every second, you could just brute force every challenge a game threw at you, which isn't fun. Basically it opens itself up to rampant exploitation.

I'm personally actually a little annoyed at some games for having an over-abundance of checkpoints. Like, when you jump off a cliff in Uncharted, you usually just spawn at the top of the cliff. It takes me out of the experience a bit by making me feel like there is never any danger.

However, the fix to that isn't just reducing the amount of checkpoints, its building around the idea of death a little more strongly, which often means having fail-states which don't result in instant death. I like the way games like Until Dawn feature fail states which don't make you retry, although the systems surrounding that (QTEs) are far from ideal.