One of the challenges of our current project is designing its systems in a way that prevents save scumming. It's a fun brain teaser in itself, but turns out it can also provide an interesting perspective on the broader design of the game.
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I'd rather have the players play and discover all aspects of the game than jump through several save files. But mostly I appreciate the perspective it gives me. It's easy to prevent save-scumming itself, but sometimes it makes me discover a new way to approach a mechanic.
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Also, I don't want to prevent players from going to an earlier save. That's fine. I want to prevent stuff like saving, trying something, loading if it failed, trying again, loading again, and so on.
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