• angstylittlecatboy@reddthat.com
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    20 hours ago

    As someone who isn’t necessarily big on the notion streamlining is “objectively” good game design… That more or less began to be disposed of the minute we had the technology, minus a few now-niche genres that rely on it. It was gradual, but mass market games as early as Zork in 1981, had save schemes.