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I don't think this is a bad idea, actually. It strikes a nice balance between no quicksave and constant quicksaves. Instead you just have a limited amount of quicksaves, depending on your efforts in actually saving everyone or just the ones you need to carry on. In a way it could give some more incentive to rescue hard to reach mudokons in secret areas and the like.
Maybe bird seed is not the way but concept isn't bad.
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I was half joking, half serious. But I think they shouldn't do quicksave. Instead, they should use checkpoints in well thought-out locations. I've just had a new idea this second: Have birds resting on the ground at the checkpoint locations, and when Abe walks past them, they fly off and the checkpoint has been passed.
Another idea: Give the player the option to quicksave at set points in the level (these points should be safe points where Abe is in no immediate danger). By taking away the players option to quicksave at any time, they cannot cheat by saving the game half way through a complicated puzzle. Instead, they will be given the option to quicksave in a predefined quicksaving checkpoint before the puzzle, and after completing the puzzle (or more appropriately, upon encountering the next puzzle). For example, in Abe's Exodus, you might have a series of screens that have lots of drills that the player has to dodge through. As the player enters the first screen, a message appears on the screen saying something like 'press SELECT to quicksave!'. As the player walks on past the spot the quicksave option becomes unavailable. The player must then get through the three screens before coming across another quicksaving checkpoint. The player may choose not to quicksave.