I agree with him for the vast majority of games. Yes not all games need save states. If the game is designed around a specific save system, that can often work better. For example I like the stress of saving in Alien Isolation. Most devs idea of "balance" is just "This is it too easy, here's an artificial constraint." In other cases, you can tell that the "design" is an iteration on an older concept that got popular so they simply retain without much thought. Sort of like how console games kept aspects from arcade games for a long time even though they were no longer in the arcade.
Anyway QuickSave/QuickLoad is my jam and my idea of fun games will revolve around those that include it. If you prefer slogging it to a save point that's ok too.
I agree with him for the vast majority of games. Yes not all games need save states. If the game is designed around a specific save system, that can often work better. For example I like the stress of saving in Alien Isolation. Most devs idea of "balance" is just "This is it too easy, here's an artificial constraint." In other cases, you can tell that the "design" is an iteration on an older concept that got popular so they simply retain without much thought. Sort of like how console games kept aspects from arcade games for a long time even though they were no longer in the arcade.
Anyway QuickSave/QuickLoad is my jam and my idea of fun games will revolve around those that include it. If you prefer slogging it to a save point that's ok too.