Posted Thu Jan 5, 2012 12:22 PM
Can anyone explain to me why modern console games have vastly different "Save Game" types that seem to have nothing to do with the type of game they are?
Examples:
Fallout 3
If I am in a house and I find an item, I save the game and then leave the house and get killed. If I load my saved game, I am still in the house, having just picked up the item,
Red Dead Redemption
If I am in a house and I find an item, I save the game and then leave the house and get killed. If I load my saved game, I am in the nearest checkpoint area, likely a hotel room I bought or a camp ground but I could be miles from that house I was just in. Usually I still have the item I just picked up.
Assassin's Creed
If I am in a house and I find an item, I have no option to save the game. If I leave the house and get killed the game "re-synchronizes" me so I am some recent checkpoint. I could be up on a roof, in a nearby street, wherever. It is very unlikely I have that item anymore so I need to figure out where I got it from.
Oh, and if I go back to the Assassin's Guild and quit my game (no save option, remember) next time I play, I could be half way across town.
Is it just me or are these very different save game types a bit jarring? I recall that back in the PC gaming days, most games (except arcade titles or racers) saved where you just left off, similar to Fallout 3. Why don't a lot of games use that method anymore? Do such save game files take up too much hard drive space? Is it just developers being different for the sake of being different?
Anyone know?