I just thought of the simplest way to make moral choices in games actually matter. So many people just reload to an earlier save point if they screw up something they didn't mean to, negating whatever punishment they had received.
What if RPGs instead used the Minecraft tactic? You can only save your game when you quit to the title screen. No going back, if you lost your diamond pickaxe in lava, sucks to be you.
Now obviously, this has some drawbacks. If a game is exceptionally buggy, having only a single save file for each playthrough could be rather risky. But if a polished game with no corrupted saves was to do this, it would make for a much harder and more satisfying experience, as well as also promoting multiple playthroughs even more.
Thoughts? Suggestions? Discussion?
What if RPGs instead used the Minecraft tactic? You can only save your game when you quit to the title screen. No going back, if you lost your diamond pickaxe in lava, sucks to be you.
Now obviously, this has some drawbacks. If a game is exceptionally buggy, having only a single save file for each playthrough could be rather risky. But if a polished game with no corrupted saves was to do this, it would make for a much harder and more satisfying experience, as well as also promoting multiple playthroughs even more.
Thoughts? Suggestions? Discussion?