@ArmchairTuna66, thanks for your opinion. I really didn’t know about the size of the team. And I never played this game while early access. First time I played this game only after release. More precisely, in the summer of this year. In addition, I also, do not love Activision games and never bought it (except Blizzard games, like Diablo, StarCraft, etc.). But I think you will agree that bugs and glitches that make the game unplayable are not the same as a playable game that erases all your progress at one moment, eventually.
Besides, I know what you mean, when you are talking about some games, which force me to start a new game after new release. For example, such game is Factorio (another great indie-game with small team, btw). But I think you will agree that the inability to experience new game mechanics without starting the game from scratch, but at the same time you can continue playing without these mechanics is not the same when you can’t finish the game at all and HAVE TO start all over again.
So, @ArmchairTuna66 you asked me to see the both sides of situation. I did. But I asked you the same, too. I manage the development of various large products. I am the one who chooses the right algorithms to solve a particular problem as efficiently as possible and with minimal risks. And I know how good products should be made. I really am. It’s not enough to just write an interesting game with interesting mechanics. Also, you should minimize the potential risks in certain situations. This is the responsibility of the developer or development manager. And as a professional in my field, I can tell you that the way the save mechanics were implemented in this game is a crime against the players. Okay, the developers decided that for greater “survival” we will have only one save file per slot, so as not to be able to create branches in our progress. But, what prevented devs from creating an additional save file as a backup for the main one? Which the player will not have access to (it cannot be loaded manually), but in case of damage to the main file, the game will automatically return to backup. i.e. one step back. Thus, each time being saved, the program would overwrite the current save file in backup, and a new progress would be recorded over current save. In this case, if we failed to save (and there are many reasons for this: a power outage, a program failure, etc.), all that the player would lose is only progress since the last save. Not his whole game. This elemantary, but useful solution! And it is possible not to implement something like this, for only two reasons: 1. if you are sure that the failure will never happen (but it always happen!). 2. You are not interested in creating quality products.
So, this is why I can’t forgive the developers for stealing my 13th platinum trophy from me in PSN. It was almost mine. I played a few months (in real life and in-game time) and explored almost all the islands without compass and gyroplane, I didn’t eat fish for 10 days, I was vegan for 10 days. I didn’t sleep 10 days. I found all the plants (but I didn’t have time to plant them and didn’t get a reward). I found all the survival remnants and Wollie. I build a camp fire on 10 distinct islands. I collected two of each land animal on raft, and sailed into a storm, like real Noah (thanks to devs for this achievment, but it was not easy)! And all this - only because I dreamed of this Platinum Trophy. And they stole my dream when it was almost mine. I had almost all trophies of this games, but not Platinum. And now I never will. Only because they didn’t think through the mechanics of saving well enough. Although everything was invented before them a long time ago and there is a “best practice”. You can’t write code in such a way that ONE error or glitch destroys EVERYTHING (even Activision never done anything like this)! They should just use one of the simple solutions that eliminated so much damage to the players. But they didn’t. Because they don’t care. That is why I can’t forgive them.
P.S. Sorry for possible mistakes, English is not my native language.