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March 29th, 2013, 00:00
More control of the time of saving makes it easier to build and debug. As games become more complex with more states and interacting systems, I am not surprised that this sort of checkpoint system is becoming the norm. Because it's easier and cheaper. We have to push for save anywhere and anytime otherwise it will get dropped. It's the sort of thing devs can easily hide under the feature hype rug.
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