What are the merits of a checkpoint-based game save system?

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EJ902

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#1 EJ902
Member since 2005 • 14338 Posts
As opposed to a normal system that allows you to save whenever you want. This struck me just now, I'm playing metro 2033 and it's a decent game, but I really hate how I can't save the game, I can only return to automatic saves at previous checkpoints when I die. Especially just now when I cleared out a room of enemies only to die from falling from some scaffolding and now I have to do it again. Quite a few games do it and it makes no sense to me, I can't see what it adds to the game. I was put off MGS4 when I tried playing it a while ago because it also uses checkpoints and doesn't let me save, meaning that if I was trying to be stealthy and messed that up (got spotted, etc) I'd have to start from a while back. Deus ex HR on the other hand just lets me reload a save from seconds earlier when that happens and I thoroughly enjoyed the game. So is there any reason checkpoints are still used instead of letting players save when they want in modern games? Because I honestly think they're only a detriment to games that use them. Some might argue that it adds to the challenge, having to plan things out properly rather than just quicksaving constantly. But a normal save system allows that anyway, you can just choose to not save often. I will add that some games seemed to do checkpoints well, games like resistance 2 where you can just go from one big firefight to the next, the saves are frequent enough that it's not a major problem and starting at the beginning of a fight is sometimes better than being landed in the middle of it and finding your bearings before getting killed.
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HAMMERCLAW

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#2 HAMMERCLAW
Member since 2011 • 55 Posts

For the gamer, practically none. If automatic checkpoint saves are combined with save anywhere options, THEN the gamer has the best of both worlds.

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Smashbrossive50

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#3 Smashbrossive50
Member since 2009 • 3915 Posts
Never really care much on why would a game have to live based on checkpoints only,that's an imbalanced gameplay experience. I generally never played games with these "unfair" checkpoints,because it would have wasted all the fresh hours on the clock
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platinumking320

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#4 platinumking320
Member since 2003 • 668 Posts

None really boss. How else did avg players beat harder PC games in the 90's. Quicksaving was almost an artform to itself. Time it right and you had the best respawn advantage.

Outside of just ignoring 60 % of imps and zombies in DOOm it was the only way you could beat NIGHTMARE mode.

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LoG-Sacrament

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#6 LoG-Sacrament
Member since 2006 • 20397 Posts

in past hardware, technology was a factor. it took up more memory to save anywhere.

still, it has some gameplay benefits that translate to today. there's more tension when you have to go back a ways if you die (we play games in our free time so losing some time can be a suitable punishment). yes, there is the option for the player to space out manual saves themselves but having the game space the saves appropriately is always better. if it's my first time through the game, how do i know where is a fair spot to place the saves? plus, speaking for myself at least, i have moments of weakness and would likely save too often without the game doing the work of balancing out short and long term rewards (the short term reward of the safety net provided by the save and the potentially much more satisfying long term reward of completing a section without saving too often)

the other thing is that some games lend themselves to checkpoints based on their systems. a lot of the older jrpg's were based around dice rolls and rationing supplies for the length of a dungeon. saving after each battle in case you suffered a critical hit or had to use a potion would hurt the game.

plus there is always presentation. i've always preferred confessing my sins to save in dragon quest to going through computer-like menus of saving and loading. in the same vein, checkpoints can be done behind the scenes so you never know the saving process is happening.

the souls games have the best of both worlds in this regard. everything is saved automatically so you can't cheat yourself. death sends you back to a checkpoint so failure is punished. however, you can quit anytime you want and jump back in right where you left off so you play in whatever chunks of time are available to you.

however, that's not to say one system is inherently better for all types of games. some games are more relaxing and benefit from being able to save anywhere. bethesda's games are often so buggy/unstable that frequent saving increases the playabiity by a lot.

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MirkoS77

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#7 MirkoS77
Member since 2011 • 17964 Posts
Easy. It removes the burden of having to constantly remember to save and instead allows a more focused experience on playing. I almost prefer a checkpoint system if (and this is a HUGE if) it's done well. Getting pissed at myself for forgetting to save and having to replay a 15 minute section can be just (or even more) unenjoyable as if the game had poorly implemented checkpoints. If done well I have no trouble with it.
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Busy_Man123

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#8 Busy_Man123
Member since 2008 • 1430 Posts

For me, it's really the ability to not think about remembering to save which I do feel like it kind of ruins the immersion for me at times. I also like how it does punish for you for failure which is a good thing because it will encourage you to play better while having a "save anywhere" feature will only punish you for forgetting to save, but that's not what I call a real punishment for dying in video games. Dying to lose progress and being forced to get back where you died can be a good thing. It builds replay value and if you're like me who likes to get good at games or have a lot of knowledge about them; this is basically helping you to be more familiar within the game.

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Ilovegames1992

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#9 Ilovegames1992
Member since 2010 • 14221 Posts

Sense of challenge. Being able to save anywhere and save scum or whatever makes a game a lot easier.

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CUDGEdave

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#10 CUDGEdave
Member since 2010 • 2597 Posts

I don't mind the so much as long as the checkpoint is not spaced to far "away".

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Jackc8

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#11 Jackc8
Member since 2007 • 8515 Posts

It can actually be kind of fun if the game gives you various options during combat.  Maybe you start a battle in position A, but get killed right away.  So next time you try position B, then C, until you find something that works.  Or maybe you discover it's best to sneak past the first three guys so you can get to a position with really good cover, and then instead of attacking the machine gun emplacement from the right it's a lot easier to try from the left, etc.

Even the best games tend to screw it up though.  Maybe you absolutely need grenades to take out some mini-boss but you don't happen to have any and you can't go back to your save from 15 minutes ago before you wasted them.  Or my favorite, when you finish a battle and you're all proud of yourself, then 5 minutes later you get killed by some random guy and now you've got to do that whole battle over again :roll:

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Black_Knight_00

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#12 Black_Knight_00
Member since 2007 • 78 Posts
It really depends on the games: for an RPG, where progress is slow and losing it is tragedy, I find that saving anywhere is a necessity, but for shooters quicksaves can actually be detrimental, like in FarCry 2: in the console version you can only save at safe houses, whereas on PC you can quicksave anytime, which takes away a lot of the tension the game has to offer. That said, if you're going to have a checkpoint system, make sure you know how to make one, otherwise the player will be frustrated and you might as well just give him the ability to save. Like FarCry 1 eventually did after much moaning from the public.
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Byshop

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#13 Byshop  Moderator
Member since 2002 • 20504 Posts

Checkpoint systems are fine for linear progression games if they are done well.

When checkpoint systems are done well, they...

  • Aren't spaced too far apart or too close together.
  • Are based on progress through the game, not necessarily map location.
  • Save everything (enemies killed, inventory, etc)
  • Have some mechanism by which you can replenish your health/ammo if the checkpoint happens to trigger while you are low on either/both.

When they are done poorly, they...

  • Are too close together (removing all challenge or tension).
  • Are too far apart (losing 20 minutes worth of progress because of one death is unnecessarily punishing).
  • Do not persist between play sessions. I know a lot of people who nearly ragequit Hitman Absolution because of that stupid hotel level early on in the game.
  • Are based on map points (in Deadpool I backtracked to lure some strong enemies out during a fight. The result was that when I died I now respawned with all the enemies resurrected but I had no ammo now).
  • Force you to watch unskippable cutscenes over and over (Max Payne 3).

I don't agree with the idea that every game should have a quicksave. While there's nothing wrong with the idea of a quicksave itself, game developers use it as a crutch for poor game design elements like trail and error stealth sections or imbalanced combat. I also don't agree with the player just doesn't have to quicksave all the time if they don't want to, partially because of my previous point (that games that let you do this almost necessitate it due to broken balance) but also because I as the player shouldn't have to impose arbitrary restrictions on my own playstyle in order to make the game challenging unless it's part of some metric or achievement (i.e. a no-kill playthrough). If the game has a quicksave feature, there should be at least -some- restrictions on how and when it can be used (like not letting the player use it in combat).

-Byshop

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Ilovegames1992

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#14 Ilovegames1992
Member since 2010 • 14221 Posts

Checkpoint systems are fine for linear progression games if they are done well.

When checkpoint systems are done well, they...

  • Aren't spaced too far apart or too close together.
  • Are based on progress through the game, not necessarily map location.
  • Save everything (enemies killed, inventory, etc)
  • Have some mechanism by which you can replenish your health/ammo if the checkpoint happens to trigger while you are low on either/both.

When they are done poorly, they...

  • Are too close together (removing all challenge or tension).
  • Are too far apart (losing 20 minutes worth of progress because of one death is unnecessarily punishing).
  • Do not persist between play sessions. I know a lot of people who nearly ragequit Hitman Absolution because of that stupid hotel level early on in the game.
  • Are based on map points (in Deadpool I backtracked to lure some strong enemies out during a fight. The result was that when I died I now respawned with all the enemies resurrected but I had no ammo now).
  • Force you to watch unskippable cutscenes over and over (Max Payne 3).

I don't agree with the idea that every game should have a quicksave. While there's nothing wrong with the idea of a quicksave itself, game developers use it as a crutch for poor game design elements like trail and error stealth sections or imbalanced combat. I also don't agree with the player just doesn't have to quicksave all the time if they don't want to, partially because of my previous point (that games that let you do this almost necessitate it due to broken balance) but also because I as the player shouldn't have to impose arbitrary restrictions on my own playstyle in order to make the game challenging unless it's part of some metric or achievement (i.e. a no-kill playthrough). If the game has a quicksave feature, there should be at least -some- restrictions on how and when it can be used (like not letting the player use it in combat).

-Byshop

Byshop

I can see how it is a problem but to me it just adds excitement. Knowing you are a few minutes away from a checkpoint with hardly any health left and a sh!t ton of baddies in a room is exhilerating ha

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Byshop

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#15 Byshop  Moderator
Member since 2002 • 20504 Posts

I can see how it is a problem but to me it just adds excitement. Knowing you are a few minutes away from a checkpoint with hardly any health left and a sh!t ton of baddies in a room is exhilerating ha

Ilovegames1992

It depends on the kind of game. In an action game like Halo knowing that you have to fight everyone in the room again isn't a bad thing, but in a slower paced stealth game where you methodically creep around the map for an extended period of time because you are trying to completely avoid detection or a sandbox objective-style game like Hitman it can be maddening. When knocking a guy out, taking his clothes and hiding him in a dumpster all within 10 feet of a group of witnesses is something that you can only pull of one out of every five times you try it, then it's nice to be able to save your progress and not have to start over from scratch when the -next- objective goes awry.

-Byshop

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Ilovegames1992

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#16 Ilovegames1992
Member since 2010 • 14221 Posts

[QUOTE="Ilovegames1992"]

I can see how it is a problem but to me it just adds excitement. Knowing you are a few minutes away from a checkpoint with hardly any health left and a sh!t ton of baddies in a room is exhilerating ha

Byshop

It depends on the kind of game. In an action game like Halo knowing that you have to fight everyone in the room again isn't a bad thing, but in a slower paced stealth game where you methodically creep around the map for an extended period of time because you are trying to completely avoid detection or a sandbox objective-style game like Hitman it can be maddening. When knocking a guy out, taking his clothes and hiding him in a dumpster all within 10 feet of a group of witnesses is something that you can only pull of one out of every five times you try it, then it's nice to be able to save your progress and not have to start over from scratch when the -next- objective goes awry.

-Byshop

I guess that is true. I guess i've just gone without the ability to save anytime for so long i don't see it as a problem. Recently i refinished Chaos Theory, which is a stealth game. I kept forgetting to save regularly because i am so used to checkpoints ha. So that game actually cost me a lot of progress due to not having checkpoints ha. Although in RPG games like KOTOR I save scummed all the time so I like a save feature.

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firefox59

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#17 firefox59
Member since 2005 • 4530 Posts

As some users have said it works for linear games but not really for open world games. Metro in particular is a survival type game. It is broken up into specific chapters and further subdivded into sections. Being able to save anywhere would ruin it, like if you could save anywhere in a Dead Space game there would be no sense of atmosphere or tension.

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deactivated-57e5de5e137a4

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#18 deactivated-57e5de5e137a4
Member since 2004 • 12929 Posts

Not having to remember to save is the only legitimate benefit I can see. I hate not having the option. Give us both checkpoints and saves.  People who don't like manual saves can just ignore them.

 

It's kinda like setting room temperature. You can always put more on if your cold, but you can't always take off more if you're hot.  You can always ignore the manual saves if you don't like them.

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Byshop

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#19 Byshop  Moderator
Member since 2002 • 20504 Posts

As some users have said it works for linear games but not really for open world games. Metro in particular is a survival type game. It is broken up into specific chapters and further subdivded into sections. Being able to save anywhere would ruin it, like if you could save anywhere in a Dead Space game there would be no sense of atmosphere or tension.

firefox59

Dead Space 3 is actually a game that I would describe as having a broken checkpoint system. Some of the checkpoints are obnoxiously far apart and the side missions have no checkpoints at all besides the checkpoint that triggers when you start the mission, so you have to finish the mission in one sitting. The earlier Dead Spaces weren't nearly as bad.

A bad save system can certainly ruin the tension in a horror game, but a checkpoint system isn't the only system that works. Dark Souls/Demons Souls are both extremely tense games (arguably they are "horror" games through their play mechanics rather than by trying to be overtly horror titles). These games both autosave constantly. Literally every time you pick up an item or kill a monster the game autosaves, but it only maintains one save slot per character and you cannot revert to an earlier save. I accidentally attacked a friendly NPC that I had mistaken for a monster. Realizing what I had done, I immediately flipped the power switch off on my PS3 maybe 2 or 3 seconds after he went agro to try to undo my mistake but it was too late. When I reloaded the game he was still hostile and I had to spend the next hour collecting enough souls to pay for absolution to make him friendly again. These games are filled with consequence like this and it makes them very tense, moreso than most mediocre survival horror games I've played.

The Amnesia games allow you to save anywhere and they are regarded as some really great horror games, but these games also do not have any combat so you can't use the saves to cheat the stress of combat.

Earlier survival horror games like RE and Silent Hill used fixed save locations and (in the case of RE) actually limited the number of times you were allowed to save. All the REs used fixed save locations until RE5 when they changed it up because they tried to shoehorn sh!tty co-op gameplay in and they've been like that ever since. Similarly with Silent Hill, the point at which they switched to a checkpoint system coincided with the decline in quality for the series.

The Last of Us had a decent checkpoint system. The length was enough to make you feel the loss of death but not so far that you'd ragequit at having to play the last 30 minutes all over again. Still, some reviews criticized the game because it popped you right back into the action immediately after death which took some of the sting out of getting killed after it happened a few times.

-Byshop

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Yoshi9000

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#20 Yoshi9000
Member since 2010 • 479 Posts

Like some people have said, you sometimes forget to save, and it allows you to focus on the game more instead of worrying about when you should save. Personally I don't mind either way, saving hasn't really been a problem for me in games.

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chaplainDMK

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#21 chaplainDMK
Member since 2008 • 7004 Posts
Depends on the game. Operation Flashpoint was always tense as hell for me because you only had 1 save slot. The game had checkpoint saves, so that one save slot was like a game-play mechanic in itself. Stealthily sneaking across Everon for a something like half an hour, avoiding hostile patrols etc., and everything, was made even more tense because you knew you could be easily caught and the last checkpoint was a while back, and you were always in a dilemma when to use up that single save slot. The worst part was when you saved, and about a minute later a patrol comes by and you're spotted and game over :D
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#22 The_Last_Ride
Member since 2004 • 76371 Posts
Tomb Raider did this really well, the checkpoints were regular, but it didn't hold your hand either. If you died at the beginning of a wave of enemies it started over again, but if you managed to take down a few and advanced it would bring you back to that spot. Checkpoints should not punish the player, but they shouldn't hold the players hand too much either. Developers have become better in the last years with this