[QUOTE="Wasdie"]
Quick save and quick load were way to exploitable and could break the pace of games. We moved to checkpoint based systems so that the developers had more control on how a level played out.
-wildflower-
Breaking the pace? Perhaps. But exploitable? How can anything in a single-player portion of a game be exploitable? If somebody wants to quick-save after every fight I couldn't care less. Why? Because it doesn't affect me or my enjoyment of the game at all. Same thing goes for cheats.
There's no "correct" way to play the single-player portion of any game. You want to cheat or use a trainer? Go for it! You want to quick-save every 10 seconds? Go for it!
Again, what people do in a single-player game has no impact on anyone but the person playing the game. The lack of quick-saves/save-when-and-where-you-want is a console convention (an outdated one at that) and has no place in PC gaming.
Feel free to disagree.
From a design perspective it can and does ruin the developers intentions on how to play their game. This loss of control makes it more difficult to ensure that everybody has the same experience. As development time increased, more time needs to be spent on things like art and production values, and less time needs to be spent on making sure that everybody has the same gameplay experiences by taking into consideration the thousands of special cases per level.
Call it whatever you want, that's the route developers have taken with games. There are still games that use the quick save and quick load, but for linear games, that kind of funcitonality is pointless to have to take into consideration.
Games used to be much more simple than they are now. Look at a lot of earlier FPSs. They gave you a bunch of guns and hordes of enemies running straight at you. Not much to think about. Just keep shooting. A simple save/load kind of gameplay works fine.
However let's ramp up the AI routines to 11. Look at STALKER. Quick saving and quick loading is one of the quickest ways to ensure buggy AI. One minute you could be running from some guys attacking you. They could kill you and you have to reload. When you reload they no longer are chasing you. You get to complex AI thoughts and behaviors, you need things to pile ontop of each other. You let the player mess with that, you can have some serious problems.
When you start making a game super linear like Half-Life or FEAR. Checkpoint systems force you to make players play in a certain way that you have to play. This allows developers to have way more control over what happens. You lose a bit of freedom (usually pointless freedom) in exchange for much more cinimatic/intense moments. That's the design philosphy behind it.
Quick save and quick load have their places, especially in open world games. I don't see their need in a very linear game.
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