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An old game of mine had a very small map, and a total 30 minutes of playtime. I made it save automatically on closing, so you could close the game, open it again, and be exactly* where you were. It made for a pretty smooth experience, IMO.

I don’t know about your game, but mine was mostly exploratory. If there are stakes, some threats about, and you want to put pressure on the player, then having fixed save points makes sense. Kind of hard to answer anything specific without knowing what your game is like.

My game is set in the village where the protagonist spent his childhood, which is now abandoned. In the village is the old house of his parents, his uncles, old friends... this gives me the possibility to activate certain places known and loved by the character (a stuffed animal from his childhood, a photo of his deceased parents...), and let the player feel ‘safe’ and save their game. This way, it would give it a narrative meaning...

It is also a game based on exploration and puzzle solving, but it has touches of horror and mystery, and the player can die (although this is not common if they are careful...).

There will be many hours of gameplay in a fairly extensive setting (10-15 minutes of real time to explore the main map), so I will have to leave a few places to save if I don't want the players to get angry...

Thank you very much for your comment!!!