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Forums - Gaming - Why don't many modern games have save slots?

I hate the checkpoint / autosave BS. It's sort of a way to take control & power away from the player. It's useful with roguelikes & other unforgiving games, but pretty unnecessary otherwise. I'm not happy unless I can cycle my saves, dammit!



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burninmylight said:
Aeolus451 said:
If you're complaining about the soul games then oh well. Multiplayer is built into the single player and punishing a player is pointless if they can weasel out of the consequences by reloading a save before it. The fallout series and elder scrolls series, it's pretty much mandatory to have a bunch of auto save spots and regular save spots so you can try to get around bugs. In the vast majority of other games, autosaves work well for 'em.


The bolded is exactly why some games need autosaves. I was playing Fire Emblem GBA not too long ago, and man does that game penalize the crap out of you for every mistake! It autosaves after every single action, so you can't just sit there and scum save files every time you do something dumb. My gf played it on the Wii U VC with save states, so she didn't get the same sense of urgency and how careful you need to plan every single move, because she just made a new save state at the start of every single turn.

I agree. It's makes every choice matter much more so than if you can just reload it.



Most games I play, I'm the only one playing. In the case that I'm not, there's usually another profile so it's no biggie. There was a time (6th gen and earlier) when I would come home and find somebody had erased my save data, played my slot, or whatever. That used to be infuriating! Thank goodness for password protection! I guess things are better and worse at the same time. Not too many gamers in the household these days, though.



Because, sadly, it's too confusing for some people, so autosave wins out. Although Autosave brings it's own problems if not implemented correctly.



PS, PS2, Gameboy Advance, PS3, PSP, PS4, Xbox One

Aeolus451 said:
burninmylight said:


The bolded is exactly why some games need autosaves. I was playing Fire Emblem GBA not too long ago, and man does that game penalize the crap out of you for every mistake! It autosaves after every single action, so you can't just sit there and scum save files every time you do something dumb. My gf played it on the Wii U VC with save states, so she didn't get the same sense of urgency and how careful you need to plan every single move, because she just made a new save state at the start of every single turn.

I agree. It's makes every choice matter much more so than if you can just reload it.

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.

Sometimes I'll do parallel play throughs like in Dragon Age, alternating between different teams. Sometimes I'll reload to find out what the other choice does. And sometimes I'll reload to undo a mistake that would waste too much time to recover from.  Plus it's fun to go beserk occasionally after saving for the night. Single slot autosave is boring, makes me hoard all the interesting stuff cause I might need it later, and thus never use it.

The most exciting gamplay was going through Half-life with 5 health left. Only possible with quick save, quick load. One hit dead.



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Not a clue, maybe they want you to buy more copies of the game if you have siblings who also want to play



SvennoJ said:
Aeolus451 said:
burninmylight said:


The bolded is exactly why some games need autosaves. I was playing Fire Emblem GBA not too long ago, and man does that game penalize the crap out of you for every mistake! It autosaves after every single action, so you can't just sit there and scum save files every time you do something dumb. My gf played it on the Wii U VC with save states, so she didn't get the same sense of urgency and how careful you need to plan every single move, because she just made a new save state at the start of every single turn.

I agree. It's makes every choice matter much more so than if you can just reload it.

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.

Sometimes I'll do parallel play throughs like in Dragon Age, alternating between different teams. Sometimes I'll reload to find out what the other choice does. And sometimes I'll reload to undo a mistake that would waste too much time to recover from.  Plus it's fun to go beserk occasionally after saving for the night. Single slot autosave is boring, makes me hoard all the interesting stuff cause I might need it later, and thus never use it.

The most exciting gamplay was going through Half-life with 5 health left. Only possible with quick save, quick load. One hit dead.

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. 



Aeolus451 said:
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.

Sometimes I'll do parallel play throughs like in Dragon Age, alternating between different teams. Sometimes I'll reload to find out what the other choice does. And sometimes I'll reload to undo a mistake that would waste too much time to recover from.  Plus it's fun to go beserk occasionally after saving for the night. Single slot autosave is boring, makes me hoard all the interesting stuff cause I might need it later, and thus never use it.

The most exciting gamplay was going through Half-life with 5 health left. Only possible with quick save, quick load. One hit dead.

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. 

Yet you have the choice to play it that way in any game. Why take the other option away. It doesn't cheapen the experience to me, it actually enriches it by being able to explore the game mechanics and reasoning behind the choices. I enjoy the dark souls series too, yet there's no real consequences in Souls games apart from accidentally hitting the black smith. That was just a nuiscance to spite the player. Death was beneficial in Souls, suicide run and grab for example, it's not like you lose any progress. It was better to be hollow in every way. But it did make me stock up on items to never use them :/

Only one save slot stifles exploration and experimentation, 2 things that make gaming the most fun to me. Being punished for the wrong action doesn't heighten the fun for me.



SvennoJ said:
Aeolus451 said:
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.

Sometimes I'll do parallel play throughs like in Dragon Age, alternating between different teams. Sometimes I'll reload to find out what the other choice does. And sometimes I'll reload to undo a mistake that would waste too much time to recover from.  Plus it's fun to go beserk occasionally after saving for the night. Single slot autosave is boring, makes me hoard all the interesting stuff cause I might need it later, and thus never use it.

The most exciting gamplay was going through Half-life with 5 health left. Only possible with quick save, quick load. One hit dead.

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. 

Yet you have the choice to play it that way in any game. Why take the other option away. It doesn't cheapen the experience to me, it actually enriches it by being able to explore the game mechanics and reasoning behind the choices. I enjoy the dark souls series too, yet there's no real consequences in Souls games apart from accidentally hitting the black smith. That was just a nuiscance to spite the player. Death was beneficial in Souls, suicide run and grab for example, it's not like you lose any progress. It was better to be hollow in every way. But it did make me stock up on items to never use them :/

Only one save slot stifles exploration and experimentation, 2 things that make gaming the most fun to me. Being punished for the wrong action doesn't heighten the fun for me.

Actually, you can hit any npc and they'll disappear regardless if you kill them or not. Some of 'em you might want to kill for their loot or at certain points in the game. It's like that in all of 'em.  I don't know about bloodborne though but it's probably like that too. In dark souls 2, it was better to have humanity than without. 

You must like to horde everything in a game. I purposely try to use items and materials for anything. For example, I would grind for rare materials and good items to use in fights against other players. I would create and fully upgrade many weapons. Alot of that was just for experimentation. 

I highly disagree with the last bolded part. I explore every nook & cranny regardless of the game. I also experiment to no end in any game. I actually prefer if a game lets me customize my character and experiment with everything. The way I can save a game doesn't affect any of that with me. If a game autosaves though, I put more thought into my choices as I know I can't take back a choice or a mistake. I guess you just take that a few steps further and be too conservative in the way you play.

 



JRPGfan said:
cuz save slots are too old school ; _ ;

I mean why expect gamers to be able something like saveing their own games, when you can just use some auto save feature and not worry about how silly your target audience is.


it's dumb that they're around less

having slave slots is an extremely simple thing and shouldn't take up that much memory or space, especially when a player can simply overwrite their save slot over and over.

it would make a lot of sense. auto saves are lame unless its a game that's hard in difficulty and the developer's intention is to make it less forgiving. generally that's not the case though, I think its just laziness