While I agree that choice is good, as you ought to try to satisfy as many people as possible without impeding on creative goals, I donât think itâs difficult to understand the desire for a developer to want to limit saves.
Limiting saves INHERENTLY makes YOUâthe gamerâmake more intelligent and weighted decisions. You canât just rush through every situation and if it doesnât work out, revert to a very recent save and try something else. You have to approach things with more caution, which would make things a bit more realistic. When you have a game that is very linear, thereâs not a lot of consequences to incur.
When you have a non-linear game, which is what KCD claims to be, there are several branching paths through the storyline. So having limiting saves changes behavior, and allows YOU, the gamer, to more become your character, and accept your decisions and the path you take, instead of how videogames have conditioned so many people to feel like they have to check off each box as they move from level to level, etc. etc., and get into this mindset of save, save, save, and mindlessly move your way through the game, buttoning through conversations, through cutscenes, etc. etc., in an effort to get closer and closer to the next achievement, or the next rank increase, etc. etc., and not actually PLAYING the game.
I think limited saves, coupled with a SAVE AND QUIT function, is the best path forward for a game trying to change things and be different.