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etb: Sure, I was over reacting. Some details, like the exact position of fallen enemies is not really important (I remember for sure an old game where the falling animation was remade on load, it looked really funny); some states like the exact position of a sound can also get lost (fact often used by speedrunners to avoid long speeches, save and reload)... But between keeping "everything" to "the game only saves your character state when you reach special points" there is a bit of reasonable middle ground.

In the yore was different, but disk space is not a big issue nowadays. Just look at the size of new games; the Witcher, 3 as example, needs 35GB. You need more than 50 saves of 64MB to reach 10% of the game size...

My point is simply that players must be able to leave the game anytime and restart in a reasonably similar state. And many games would be improved a lot by this thing.
It just so happens that I have fund a video on Twitter that demonstrates how autosaving combined with only one save slot combined with the game saving too much (in particular, saving the player's exact position) can cause problems:
https://twitter.com/QuakeYote/status/927777189998686213

In action games, saving in a bad spot can result in a situation where reloading a save can get you permanently stuck. I've seem that happen in Final Fantasy Adventure, and I nearly had that happen to me in Ys III (fortunately, I was able to equip the ring that cut damage in half after reloading, but before taking a hit from the enemy that spawned on top of me). Interestingly enough, both games got remakes (if that's the right term for a game that differs so drastically from the original) in which you could only save at specific spots.
Autosaving with a single slot and no manual saving is also another thing I do not really understand.
Game: Let's autosave
Players: Oh dear, a grenade incoming.
Game: BOOM. Dead. Reload?
Player: Sure.
Game: BOOM. Dead. Reload?
Player: Great.
Post edited November 08, 2017 by etb
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etb: Autosaving with a single slot and no manual saving is also another thing I do not really understand.
Game: Let's autosave
Players: Oh dear, a grenade incoming.
Game: BOOM. Dead. Reload?
Player: Sure.
Game: BOOM. Dead. Reload?
Player: Great.
Jim Sterling also found a place in Hellblade (since patched to fix it) where missing a torch in a certain segment would cause you to become trapped in between two segments of darkness (you could get through one quickly by running, but not get back through it) and caused him to give the game a temporary rating of 1/10. This Autosave in one slot bug caused him to lose about 6 -8 hours of gameplay since it's fairly close to the end of the game.
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Ricky_Bobby: Star Wars: Dark Forces - the platforming, especially that part towards the end of the game. I rarely get this angry at a game.
Ah yes, Dark Forces. Something can definitely be said about the dodgy platforming, but for myself, I found the lack of a traditional save game feature extremely unforgiving. I haven't played in over a decade, but I distinctly remember losing many lives to those Phase Two Dark Troopers and Bossks. I currently have zero incentive to replay the game so long as I can't save my progress in the later missions.
Post edited November 08, 2017 by lanipcga
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Ricky_Bobby: Star Wars: Dark Forces - the platforming, especially that part towards the end of the game. I rarely get this angry at a game.

Magic Carpet - the flight mechanics. I find it impossible to play the game regardless of whether I use a gamepad or keyboard/mouse, I think it controls horribly. The rest of the game seems really good though.

Darwinia - the dumb AI. Had the AI been just a tad more intelligent in the game, it would have been a great game, but as it is there's too much babysitting to juggle in-between trying to meet your objectives. Perhaps this has more to do with you having limited control mechanics, but still ... the enemy AI are really smart, yours are not.

Star Trek: the 25th Anniversary - the ship combat. The point & click part of the game was awesome, you could solve the problem each scenario presented in several different ways, leading to different outcomes. The ship combat made the game less fun to play, I almost dreaded the wait until the next combat part.

Albedo: Eyes from Outer Space - the overly obscure puzzles. I dig the surreal sci-fi settings, but most of the puzzles required out-of-the-box solutions where the logical connection between item A and B was too obscure.

J.U.L.I.A. Among the Stars - having to memorize story passages. I was not aware I had to memorize, or at least write down, certain passages from the texts I encountered. This lead to extensive backtracking as there were several of these puzzles towards the end of the game.

Meridian: Squad 22 - the dumb AI of your troops. As a whole I liked the game, but the AI was tricky to handle because they sometimes ignored your orders and often got stuck in the environment. Using the map for navigation solved the latter issue, but the AI made the game more frustrating than it should have been.

Dead State - the morality system. Despite keeping your residents well-fed and secure (!) they will rebel against you unless you can find the one special item that each respective member craves for, things like luxury chocolate and whole-bean coffee. Not only will they rebel, they will execute you for it .... for not finding a bar of luxury chocolate (!). Thankfully there is a cheat against this bizarre game design choice, which I highly recommend you find and use.

Dark Souls - the lack of a manual save system. 'Yes', these games would be improved if you could save and load of your own free will. It would not detract from the challenge, it would make the games less tedious.
One has to wonder why any FPS made during the Quake 1 days thought platforming was a good idea. But even Half-Life commits such a sin.

On the matter of Magic Carpet, one has to wonder why the flight was so terrible when flightsims had been a thing for a while. Even Microsoft Flight Simulator was up to version 4.

As for Darwinia, isn't there a flimsy justification in that your Darwins are disconnected from the bad ones and therefore don't have full access?

The ship combat seems to be on ice. It's so slippery and I have to wonder how they could screw it up with it being simply to move the mouse and click.

Are we talking actual puzzles that just require esoteric solutions, like having to use a nanobending refractory to rearrange a tower of Hanoi, or something stupid, like having to trade a man for a rubber chicken with a pulley in the middle but only after answering obscure trivia about the Redsox of 1910?

This reminds me of a segment in Legend of Mana where you had to memorize a spell in order to save some lovestruck idiot who happened to serenade a pissed off half-basilisk. Screw up the spell badly enough, and he explodes.

I take it there were no tactical orders to give to your squad, like "Wait here" or "Retreat when health is low"?

That just sounds dumber than the Bethesda morality type system, which seems to rely on a binary switch you can fix by accident.

As for not being able to save in Dark Souls, I think that's part of the self flagellation system the entire game seems to base itself on. You are not worthy to save, unless you solve a trial, or are otherwise a coward, the design says.
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Darvond: One has to wonder why any FPS made during the Quake 1 days thought platforming was a good idea. But even Half-Life commits such a sin.
Metroid Prime (the first one) also is guilty of this.

(It also is way too slow paced; compared to previous Metroid games, power ups and boss fights occur less often, to the point where it feels like they decided to pad the gameplay.)
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Esmeralda95: Hand of Fate - The combat controls.

I hope they have improved them with the second part.
Having to left-click or press the return/enter key every other second to advance (a fraction of) the action of the card game as well as the tedium of always having to wait for cards to be shuffled/flipped over etc.
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Matewis: Evil Genius - ... if it wasn't for the broken resort system. The idea I think was that you could build a big resort as a cover operation to occupy snooping spies and tourists. You can build a resort, but it's massively expensive and not really effective at all from what I can remember :P Still a pretty great game nonetheless.
Bodies. Why don't bodies ever decay away? You always have to eventually have nothing but infinite freezers.
Here's one from a speedrunning perspective:

Classic Sonic games would be great speedgames if it weren't for the score countdown at the end. You see, in Sonic 1 and 2, if you clear a level in under 30 seconds, you get 50000 bonus points, but it takes a few seconds for the points to be awarded. This means that, for example, clearing a level in 29 seconds will cost you time compared to clearing it in 31 seconds; in other words, the game punishes you for going fast by wasting more time than you save. For this reason, Sonic speedrunners can't simply time the games using real time, as faster players will, in some cases, end up getting worse times.

(Sonic Mania doesn't have this issue because the score countdown can be skipped; many Sonic romhacks also have this tweak.)
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Matewis: Evil Genius - ... if it wasn't for the broken resort system. The idea I think was that you could build a big resort as a cover operation to occupy snooping spies and tourists. You can build a resort, but it's massively expensive and not really effective at all from what I can remember :P Still a pretty great game nonetheless.
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mqstout: Bodies. Why don't bodies ever decay away? You always have to eventually have nothing but infinite freezers.
I think they do decay, just slowly : http://evilgenius.wikia.com/wiki/Freezer
I want to get into Project Zomboid but without objectives or achievements, it feels too aimless. It's purely a sandbox, which doesn't really tickle my inner reward system enough.

Sunless Sea should have a more varied selection of ships.

Tales of Maj' Eyal could use more appealing graphics. I'm no graphics-whore but its presentation is too barebones.
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TentacleMayor: I want to get into Project Zomboid but without objectives or achievements,
There is an objective: NOT DYING! XD

One of my favorite games here but my taste is pretty screwed up. :P
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Post edited November 09, 2017 by tinyE
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TentacleMayor: Tales of Maj' Eyal could use more appealing graphics. I'm no graphics-whore but its presentation is too barebones.
This is the graphics upgrade. It used to be ascii characters.
Post edited November 09, 2017 by BrandeX
Oh, that's an easy one for me: I'd get rid of the "slow motion" in Satellite Reign. Love the game but just don't understand why it's so intentionally sluggish.