Another thing that I think should be
part of every game developer's basic creed is to allow saving just
about anywhere in the game. The old concept of “save points” was
something done in 80's and 90's games to create challenge—if you
couldn't get far enough to a save point and “died” along the way,
you'd have to start back at the last save point. For a few types of
games (such as arcade-style), I understand this, but for most games,
mandating save points is almost a guarantee that most adults won't be
able to enjoy or complete the game. I remember Final Fantasy VII,
which I purchased along with a brand new Sony Playstation back in
1996. I also happened to be finishing up my Master's Degree at the
time, and when I found myself staying up until 2am to just get to the
next save point so I didn't have to do everything over again the next
time I played, well...that was when I decided I had to quit the game,
cold-turkey, so that I could keep my grades up and finish my degree.
These days, when I consider buying an RPG, I'll scour the reviews to
find out if it allows saving at any time. If it doesn't, but it's
available for the PS Vita (the handheld Sony game machine), I'll buy
it on that because it at least allows me to pause the system and put
it in standby until the next time I want to play—allowing me to
resume exactly where I left off, even if the game didn't allow me to
save. Interestingly enough, the PS Vita is well-known as one of the
best RPG game machines out there. I wonder if it's because of that
feature?
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