It is a valid stylistic choice for the actual "save system" that lets you restart if you get killed etc., or if you want to go back and try different options.General_Norris wrote:Apparently, the reason why many games don't let you save everywhere is that Japanese developers see fiaxed saves as a feature, or a stylistic choice more than a convenience. I know many have chimed on this but I don't remember much beyond the obvious examples of Resident Evil and Metal Gear Solid.Ivo wrote:The only reasonable exception that I can think of, is if that feature somehow gives you a possibility to get advantage in scoring
I am talking about "I need to go something else and need to stop right now", so stylistic choice doesn't apply there.
It is like disabling the DS function to suspend by closing the lid, or disabling the PSP suspend function, for no good reason (there were a few games that had a good reason to use the closing the lid of the DS for other stuff, but I think those actually did let you save mostly everywhere anyway).
It is like not having a pause button at all (which admittedly, some games don't, and few games have those during cutscenes - which is another issue).
Real life is more important than games (no matter how serious, scary and so on the game is). There is no real issue with breaking immersion by having these features. Those that don't want to use them are not forced to, but if there is an emergency or whatever your immersion is gone anyway and you're not going to continue playing anyway, so why not let you not lose progress due to such external factors?
Ivo.