Sure, but none of it is as simple as just saving what you need to at fixed points, and letting the console handle the suspend function.
Oh, and additionally: what happens when you softlock yourself by saving just as you’re about to die? Is the player to blame? Sure. Will they blame you anyway? You betcha.
Game state can be a tricky thing. By saving at certain points you just need to maintain a few things, like player health and inventory and which checkpoint they were at. And it’s only got worse the more things a game has to keep track of.
The solution was used by all last gen and current gen consoles and even the DS and 3DS, which is to suspend the game. This is fine, the Steam Deck can do this too. It’s not perfect. Power loss can lose the data, and some won’t let you play something else while another game is suspended. But for general use over short sessions, it’s alright.
It’s less useful on PC because it probably will crash the game anyway, and normally you’d want to use the PC for other things.
There’s only a handful of games that made me turn down from normal, but when I do it’s out of pure frustration and just wanting it to be over so I can play something else.
The end of the Control Foundation DLC comes to mind. There was a fight that was a red room, with red enemies, red health bars, and bullshit instadeath mechanics. Man, fuck that.
I don’t think it’s the difficulty of games that makes them take so long for me. Just that everything is so bloated now. There’s so much to do, but so little of it actually adds to the experience.
I appreciate that a lot of games have realised this and let you differentiate between “go this way to see the end of the game” and “here is some bullshit if you’re not getting another game until Christmas”.
Like sure, I could deliver every parcel in Death Stranding, and really get into the class fantasy of being a post apocalyptic Deliveroo driver, but I’m just mainlining the story quests at this point. Which is taking long enough on its own.