If the game has no manual save but random auto saves like the op’s first example, then all your points are moot as the game still needs to have the save feature working properly. It just doesn’t respect the user enough to let them save on their own terms
Comment on The sorry state of saving (mostly a rant)
fartsparkles@lemmy.world 1 week ago
I understand why people want the feature and I agree it’s amazing but the reason lots of games don’t is it requires the serialization of basically everything in the game and that can be a nightmare if you’re making lots of big changes to the game throughout development. You have you go back and rework your save code every time you change anything.
And while it can be done with most major engines with plugins, it you’re creating your own structures/object types etc, you need to extend that plugin to support them (and update that code every time you make changes to the structures).
Games that have a daily tick e.g. Stardew only need to store a set of initialisation values that are used to begin the day since no other changes would be made to state yet (since the player hasn’t made any that day). Or checkpoints where you serialise player state, quest state, etc, with enemy location etc ignored and respawned as default the next time you play.
Think of it this way. If an enemy spawns in a default location, that doesn’t need to be serialised if you load a game from a checkpoint. But if you can save anywhere? Well then you need to know the enemies, their positions, their vectors, their AI state (alerted etc), their velocity, their position in the animation timeline, and potentially so so much more.
And what about multiplayer? That’s additional players and their state and surroundings etc that need to be serialised and reserialised at load successfully.
It’s a lot easier if you don’t have to serialise the state of a huge number of things for saving and maintaining that saving code every time you make changes. It’s not impossible, and if you build with the feature in mind, it can be made manageable to maintain.
But if that feature isn’t essential to your game, and you’ve an acceptable alternative, it frees you up to work on other features instead.
It’s a balancing act. And for a solo developer like that of Stardew, I can completely forgive them for not wanting to implement it.
Orygin@sh.itjust.works 1 week ago
fartsparkles@lemmy.world 1 week ago
I recommend you try implementing a save feature in a game engine then you might have a little more respect for the difficulty of the problem you’re irritated by.
Developers aren’t being unthoughtful or lazy, you’re just trivialising a rather complex software engineering problem that isn’t easy to solve and one solution over another has trade offs / weaknesses.
Orygin@sh.itjust.works 1 week ago
The context is explicitly a game where the engine supports saving at any time exists and it is not available for the user.
I am well aware of the difficulty of implementing such features so respect is given where it’s due.fartsparkles@lemmy.world 1 week ago
I don’t think you understand what “the engine supports saving at any time” entails.
Having the ability to serialise objects is not the same as handling the input and output of serialisation.
You might as well be annoyed by why aren’t all developers letting us rewind time in games? Load from our last save? No thanks. Developers are so disrespectful of my time. You just need to log all the changes that happen and play them backwards. Every engine supports that.
rebelsimile@sh.itjust.works 1 week ago
I can vouch for this. I started working on the save functionality in my last game project about half way through and since, every single change to the main player objects has had to be re-replicated in the save code. If I wasn’t working solo it would be… not a good process for anyone else working downstream. Never thought about it in this way but that makes a lot of sense