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February 14th, 2007, 12:30
I don't think the point of the article is to criticise quicksaving per se, but rather the design and use of death as a "consequence" in games. And I agree. What is the point of a trap that potentially instakills, for example? The player simply reloads until they survive. Better to make death more meaningful as a gameplay element (PS:T) or find some other way of "punishing" the player for losing a battle or taking the wrong choice.

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