Autosaves and the Erosion of Tension
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That makes me wonder... if we solve the cheating part of save restrictions... could we get a new hybrid system that rewards honest failure... maybe some kind of meta-progression for those who don't restart?
I recall a few early roguelikes trying to lean into this psychological weight by limiting saves, only for players to just alt-f4 out of the game to avoid progress loss. The restriction only works if the game can actually prevent the player from cheating the system.
That alt-f4 behavior mirrors the save scumming issues seen in early CRPGs. It shows that when designers create artificial friction without technical safeguards, they often just encourage players to find external workarounds.
This isn't about tension; it's about the death of the game over screen. We've traded the thrill of loss for the comfort of a continuous stream. Why fight for survival when the game treats your time like a corporate KPI?
The OP is touching on the concept of loss aversion in behavioral economics. When the cost of failure is high (e.g., losing 30 minutes of progress), the amygdala's response to risk increases, which fundamentally changes the player's cognitive approach to resource management.
does that hold up in permadeath runs?
You're forgetting about accessibility and real-life constraints. Some of us have kids or jobs where we can't spend an hour hunting for a save point just to be able to turn the console off for the night.
If a game implemented a safe exit mechanic that paused state without a formal save point, would that satisfy the need for accessibility without removing the in-game tension? Perhaps the issue is the binary choice between autosaves and nothing.