Why We Have Checkpoint Saves
Letting players save whenever they like can be a technical nightmare.
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Letting players save whenever they like can be a technical nightmare.
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Same.sid said:But that still doesn't explain why PC games are famous for having save-anywhere features. I feel like I'm missing a page.
Probably because save-anywhere appeared on PCs before things were quite so complicated, so now it's an expected feature, and developers risk pissing off customers if they don't include it?sid said:But that still doesn't explain why PC games are famous for having save-anywhere features. I feel like I'm missing a page.
When are you referring to? Like back before Wolfenstein 3d? I'm not sure there has been a massive change in the number of things to track since Half Life. Having better graphics doesn't increase the number of things to keep track of.Tohron said:Probably because save-anywhere appeared on PCs before things were quite so complicated, so now it's an expected feature, and developers risk pissing off customers if they don't include it?sid said:But that still doesn't explain why PC games are famous for having save-anywhere features. I feel like I'm missing a page.
The on demand saves are why Bethesda is so bug-prone. Hence the article.the7ofswords said:I especially hate when PC games don't allow you to save on demand. Also, if bug-prone shops like Bethesda can pull it off, then there's no excuse!
Yeah . . .sid said:But that still doesn't explain why PC games are famous for having save-anywhere features. I feel like I'm missing a page.
You've clearly never actually tried to write a game-save system.Clovus said:You could add 10 more paragraphs of stuff that has to be saved and it wouldn't be impressive. It's not like you are manually saving this stuff by writing it down. Gathering information, organizing it into files, and saving it is something that computers are really good at. If the developer goes in with the knowledge that they will need to save this stuff, then it shouldn't be super hard to do so.
And, yes, captcha, fezes ARE cool.
Having an emulator save the state of the game it's playing is much easier- you can just straight up write the emulator's memory and register contents to a file. You don't have any external resources to worry about, and nobody expects to re-load a save emulated game state after patching the game.rembrandtqeinstein said:As a software developer myself (not games....yet) whenever I hear another developer say "Its too challenging to..." I translate it in my mind to "I'm too lazy to...."
Off the top of my head STALKER and Doom 3 were bit time FPS games that pulled off save anywhere just fine. Aliens vs Predator 2000 shipped with no save system and it was introduced later in an expansion.
Unity has the ability to just save the state of a scene in its entirety and I can't imagine more industrial strength engines don't have the same capabilities. Maybe back in the olden days of one-off engines saving might have been challenging but there is no more excuse now. Even emulators let you save the state of the system they are emulating to reload later. In summary yes it might be "hard" but that isn't an excuse.
It's a good question. Making a save on one system shouldn't be any harder than on another, so I'm tempted to assume it's all due to expectations and conventions: PC players expect save-on-demand, and console players are okay without it. So PC devs put in the extra work and console devs sometimes let it slide.sid said:But that still doesn't explain why PC games are famous for having save-anywhere features. I feel like I'm missing a page.