I’m late to the discussion but this is a subject that I find extremely interesting and close to my heart.
I am a -huge- fan of permanent death. I have been since I discovered perma-death in a MUD. That was the one environment where I found that it really enhanced the game and the choices that a player made.
In a single player game, I tend to like permanent death in a sandbox type environment. Still, we’re talking about a single player game here. In a single player game, what does it matter what someone else does in their game to you?
Reloading already exists. Some people already do it.
Some people even give out instructions on how to reload the game. They use it as a way to help newbies in the newbie forum.
Some people, on their own, already save their game and reload it when things go bad. There is even a term that is referenced regularly - save scumming.
In other words, what is being suggested in the first post already exists. The suggestion is just to recognize what already happens and put it into the game officially. The question becomes, does this make saving and reloading “too easy?”
Well, to be fair, it is currently really easy to save and reload in a single instance. You can save the game, exit to the main menu, then load and do an action. If you do not like your result, close the game, start the game and load the save. Rinse and repeat until you get the desired result.
Putting a “load” into the game just makes that easier. That reduces the barrier. Load game within the game would sanction that activity.
How much does it lower the barrier to doing it? Instead of six player inputs: save / exit, load game, do action, close window, start game, load game it becomes two inputs (save game, load game). Upon examination, that is a pretty significant reduction.
As an optional gameplay mode, I have a hard time finding any good reason to not put in an unlimited save and load feature. If the default gameplay was “hardcore” which did not have the save and load enabled then if someone wants to take the extra step to turn on saves chances are they would have already “save scummed” so now just becomes more convenient. If it gives new players a better gaming experience (and I tend to think that it would since there are so many things to die to due to player inexperience as opposed to anything else) then it would help build up the playerbase of the game.
Of course, is that even desireable? Usually it is but it isn’t necessarily so for this game.
Personally, I’d put it in the game and label the gameplay mode as “tutorial” or “new player” or something that gives the gameplay mode with saves and loads something of a more “casual” (written with that edge of disdain that so many people think is edgy and cool) player experience. I’d also put a note in place that says something like, “Cataclysm: Dark Days Ahead was designed with death being permanent and no reloading of the game. For the best Cataclysm experience play without loading games.”
Saving and reloading already happens. It already exists. Some people do it. Some people even recommend doing it. Why not provide an optional play mode that recognizes this? If someone wants to do it they will do it if they know how. The only thing that would stop someone from reloading the game (if they really wanted to) is a lack of computer skills and knowledge. The people who would experience frustration at not being able to reload the game after doing something dumb are just gamers who don’t understand the “technical” bits of how the game works and their computers.
I would wager that most (if not all) of the regulars to these forums know how to save and reload their game if they wanted to. I imagine many have, at some point, loaded their game once due to something happening that they didn’t mean to happen. I have. I shut down the game and started it back up after a critical failure that resulted in something I had -no- idea would happen. Essentially, I reloaded the game. Did that ruin the Cataclysm experience for me? No, quite the opposite, it alleviated some frustration I experienced due to a lack of player knowledge.