Soldato
- Joined
- 30 Mar 2016
- Posts
- 2,884
- Location
- East Lothian
I'm still guilty of doing that a bit and you're right it really isn't necessary but my issue with games that don't have a quick save option and/or have big gaps between checkpoints is sometimes you just want to jump in for a quick go and be able to save it where you want without having to repeat parts. The absolute worst offender for me (and I know this is a deliberate design for the game) is the original Resident Evil remake and those damn ribbons for the typewriter - you have a limited amount that you collect throughout the game so you really have to be careful when you save. That's all well and good but what if you just want to play for half an hour and then duck out? You can't because you don't want to waste a precious ribbon. This stressed me out so much when I was playing the game that I never went back to it and I was really enjoying it.I try to refrain from save scumming in games these days. Before I wouldn't think twice about quick save/load before anything remotely hazardous or when anything vaguely negative happened in a game. At some point some months ago a switch must have flicked in my brain as now I realise there is just as much enjoyment recovering from a balls up than there is on 100% perfection at all times. I think it is the relatively recent influx of rougelike games like FTL which force you to play in this way, which has opened my eyes to the benefits of not always winning in a game. Now I just have to train myself not to want to break something when something particularly RNG or AI shenanigans happens.