» Wed Dec 14, 2011 1:52 pm
Good on ya, deadby.
We're in an RPG, in the mindset of trying to achieve a particular goal. It's easy to get into treating save/load as one of the tools available to achieve the goal at hand. But it's more rewarding, I find, to go without it as much as possible.
Here's a shout-out to Braid, by the way, for capturing the genre's Reload mechanic into the game world. If you screw up, you rewind time to a point you'd like to continue from and try again. Now that's design!