Luringen wrote:I don't see any reason for saving. It takes time to implement, and is easily exploitable. To save, you need to save it to a file. It doesn't matter if it only happens on exit, and is deleted on start, you could still copy the file. Later, you could start a new game, quit and replace the useless save file for your backed up one. I can't think of any way to prevent this, if you can then please explain. It's easy to exploit and considering the fact that most games doesn't last too long (and the fact that you could just leave the game running unless you are using a laptop and need to move it) and the added development time, I don't find this necessary.
As I have already said, because the game can easily be run in a virtual machine, such as Virtual Box, people can already save the state of the virtual machine and reload if they want to beat the system.
Not including a save on exit just makes the game more inconvenient for normal players. It doesn't do anything to prevent cheating of any sort.
Programming a formatted write to file of a few variables would hardly take any time at all. There are several things they could do to make the file more secure. For starters, they could add a checksum to the file to prevent people adding weapons. Anything more than this is a waste of time because people who really want to can still cheat other ways.