Published:2024-09-19 17:16:06Source:JuxiaAuthor:Juxia
The practice of reloading a save to alter an unwanted outcome, commonly known as save scumming, continues to spark debate in the gaming community. Some players argue that save scumming undermines the integrity of the game, while others appreciate the opportunity to refine their approach until they achieve their desired results.
Josh Sawyer, the director behind Fallout: New Vegas, Pentiment, and Pillars of Eternity, recently voiced his critical stance on the matter. On social media, Sawyer remarked, "Manual save games were a mistake. They are the chicken nuggets of gaming: they bring you comfort but are bad for you and poison your gaming spirit."

The evolution of saving mechanics in video games has been diverse. While the era of requiring players to complete a game in a single session is long gone, modern games feature a variety of saving systems. These include manual saves with regular autosaves, checkpoint systems, and games that restrict saving to specific checkpoints.
Sawyer seems to advocate for a system where manual saving is not an option, and autosaves occur only after significant events. This approach locks in the decisions made up to that point, which is not typical of Fallout: New Vegas or Pillars of Eternity, but is a characteristic of Pentiment.
Raphael Colantonio, director of Dishonored, Weird West, and an upcoming untitled project, shared his perspective as well. Colantonio acknowledged Sawyer’s view but emphasized player choice, stating, "I don't disagree, but I let the gamers decide how they want to play; some just can't play without it." He mentioned that while he initially wanted to eliminate manual saving in Weird West to ensure players took ownership of their choices, this feature was ultimately included based on playtest feedback.

This ongoing debate highlights the tension between preserving the challenge and authenticity of gameplay versus accommodating player preferences for flexibility. Personally, while I find it challenging to achieve the "never detected" achievement in Dishonored without save scumming, I believe that for narrative-driven games where every choice matters, restricting manual saves might be a more fitting approach.
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