Everything is UX, so lumping it into that definition is meaningless. A feature defined as being game-specific, system-specific, and whether it exists as a matter of convenience or as a matter of being integral to difficulty, defines the various ways it can affect user experience.Zombra wrote:Yeah, we've been over this before (and before that, and before that ). I don't care about whether it's a "game feature" or a "system feature" or a "convenience feature". The difference is semantic and frankly meaningless. What matters is its impact on the user experience.
A save anywhere convenience feature, which exists purely so someone can save and exit the game to do other things, affects user experience only in that for a given user they can do what they want with it. It is not inherently bad, good or otherwise for the user experience; it is dependent on that user.
A limited save feature, which exists as either 1) the archaic concept of limited space limiting slots or 2) a way to pace the game or 3) a way to affect the way a game is played, affects user experience in that it creates a limitation, but again, this is not inherently bad, good or otherwise.
So sure, anything impacts UX. But it isn't semantics to split up how a particular feature operates as in the above example one is definitely a convenience feature that can have zero impact on user experience/gameplay while the other directly impacts UX in that it creates situations where a user cannot simply save.