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My conclusion is that the same game (although not true for any type of game) can be played out of different motivations and the save system should not favor one over the other. A free save-system works for everybody at least to a degree, a checkpoint-system does not. The optimum would be to give the player a choice between the two at start of the game. If there are not enough dev-ressources to implement a good checkpoint-system, stick with the free save-system.
"simply not saving works just the same!"
...and ill-informed...
A skilled designer has in mind the emotional arcs that he/she wishes to present to the player as he/she is creating the experience.
How you complete them is more freeform (the more worth its salt an imm sim is the more freeform and emergent the experience is)
It's to some degree a world going about its business, in which the player is thrown in. There are main challenges in the form of objectives, which can take a very long time to complete so they certainly aren't suited as the only checkpoints.
Getting from point A to B could take one player an hour, the other five minutes. Forcing a player to replay that hour, or running through everything the second time around and lessening the gaming experience.
Anyway, that's why adding pseudo-tension by not allowing save anyhwere is a crutch IMO.
Involving Resident Evil and that kind in the discussion of immersive sims would be silly.
If a game world is reasonably involving and the player is invested, then tension, horror, fear of death is there, even if you can save anywhere.
It's quite clear none of you have experienced this phenomenon, or good use of restrictive saves in general, or just missed the point because "muh quicksaves!", so arguing really is futile.
Please, go play the damn game or research properly instead of pulling up random data from the internet. And where does speedrunning come into this, exactly?
-Telling a notable portion of the story through readable documents and the environment.
-Grid-based inventory
-Simulation design: gameplay, setting, level design, story, everything has relatively strong basis in realism and the experience as a whole seeks to emulate reality to some degree.
-Exploration-based gameplay in an enclosed playspace.
-Puzzles
-Shooting
-Survival horror
-Interacting with the environment (not to the depths of SS, but it's reasonable - for example anything static in the environment will print a message much like the classic "examine" command).
It shares a hell of a lot in common with SS.
The fact that it is Japanese has no relevance here. We're talking about drawing comparisons from the design, not the nationality of the developers