See. This is, as ive pointed out in other threads, the danger of Reductionism.

"Its the same" the reductionist claims.
Theres a logic to the reductionist arguments. Savescumming is just entering the value yu want with extra steps.

The Reductionist argument however can also be applied to any other part of gameplay. "Retrying an encounter till you beat it is just skipping the encounter with extra steps"

Thats why Reductionism always ends up sounding like a slippery slope to people.

If you make a Reductionist argument, you always ALWAYS have to include ALL the variables.
In the case of the Savescumming, the "Extra steps" part is still part of the expirience.
The User will not feel like entering whatever roll you want is part of the core expirience.
Saving and loading representing a virtual "failure" state is historically ingrained into the mind of players.

In short, people know that save scumming is "bypassing" the System of the game.
Thus savescumming is for people who are aware, and want to be made aware that they are bypassing the game.
Just entering whatever you want is on the same level as a "skip boss fight" button.
It bypasses the games system but without making the player aware, taking him out of the game so to speak.
Without letting the player expirience that "game over" in a way.

The Barrier to entry is a real metric you cannot ignore. The barrier to entry is not just "annoying" it speaks about intent.

So in reality id argue its not the same.

Last edited by Sordak; 03/07/20 10:20 AM.