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Quicksave does not completely remove punishment, it just removes the unnecessary punishment.
Failure to complete a task means you don’t get to progress and must retry the task until you do it correctly. Without Quicksave you have to first progress from the last checkpoint back to where you were when you failed, adding in the challenge and frustration of traversing any obstacles you have already successfully navigated. With Quicksave it’s possible for the player to avoid redoing what they’ve already done and just focus on the task they’re currently trying to overcome.
In both scenarios there is challenge, but one scenario adds unnecessary challenge while the other focuses on a single challenge. The difficulty has not been changed, it is just spread out into smaller areas.
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I agree with this, but you're forgetting that starting over from a checkpoint is a hefty penalty for death which increased the tension in the atmosphere by a tonne, something that was obviously lacking in AE.
Imagine if survival horror games had quicksave, that pretty much would negate the whole point of them.
I guess what I'm saying is you need to find an equilibrium. Something which, as an aspiring games developer, is a surprisingly difficult thing to do. I've noticed that a lot of developers don't put much thought into it and even give you the 'checkpoint' system or the 'quicksave' system.