<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Behaviour on Locodigital</title><link>https://locodigital.com.br/en/tags/behaviour/</link><description>Recent content in Behaviour on Locodigital</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Fri, 05 Jun 2026 10:00:00 -0300</lastBuildDate><atom:link href="https://locodigital.com.br/en/tags/behaviour/index.xml" rel="self" type="application/rss+xml"/><item><title>Save scumming: the art of never accepting consequences</title><link>https://locodigital.com.br/en/philosophy/save-scumming-the-art-of-never-accepting-consequences/</link><pubDate>Fri, 05 Jun 2026 10:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/philosophy/save-scumming-the-art-of-never-accepting-consequences/</guid><description>&lt;p&gt;You open the rare chest, get a mediocre item, reload the save. You get the same item, reload again. Forty minutes later you're still in the same spot on the map, obsessed with a drop the game simply isn't going to hand you right now. It's called save scumming. And there's a decent chance you do it outside the game too.&lt;/p&gt;
&lt;h2&gt;What save scumming is, for anyone who doesn't play&lt;/h2&gt;
&lt;p&gt;Save scumming is the practice of saving the game immediately before a risky action — a dice roll, an important dialogue choice, a hard fight — and reloading the save if the result isn't what you wanted. The goal is to force a favourable outcome without paying the price of uncertainty.&lt;/p&gt;</description></item></channel></rss>