Yes, but those things are within the context of the game. Saving is not, unless the game is specifically themed around a character who can undo failures and go back in time to points that he/she manually set in the past. (In which case it's technically not saving and there might still be a save system on top of this) Games used to have password saves, now they don't, is this hand holding too? People need to stop getting up in arms and acting like it's demeaning to our intelligence to have games be well designed. For me it's the exact opposite. Bad save systems are insulting not the other way around because it's a sign of laziness. A manual save anywhere system is a fine while you're developing the game or simply testing for bugs but creating a proper save system afterwards requires a little extra effort. Not to mention it also makes it seem as though the game maker is jgnorant of the reasons why that type of save system is bad or that better alternatives exist. I forgot to mention something too. Something I wanted to clarify. It's not just that the player must remember to save. But sometimes they may not even know how to save or that the game isn't automatically saving their progress for them. This happened to me recently when I played Zelda Orcacle of Ages for the first time a couple days ago. I forced myself to beat the first dungeon to see if that would save (that's how it worked in LttP I think- that game let you save even when you died) and when it didn't, I had to conclude there was some other way, and that's when I hit up the pause menu and dug around a bit and there it was. Not every game saves the same way, every game has its own rules, so regardless of what save system you decide to implement, it's important to at least make those rules clear so the player doesn't spend their time crawling through the opening of your game only to have their progress wasted. I use a script in VX Ace that saves automatically to one or more slots simultaneously, and I am even able to choose the slot to use depending on what part of the game the player is up to. It essentially turns the load screen into a sort of chapter select system. The player has already manually walked up to a save point and manually hit the button, at that point the reasons not to save automatically are somewhat fringe. A typical player might either systematically save over the same slot every time or systematically save to a different slot every time.