<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Metacognition on Locodigital</title><link>https://locodigital.com.br/en/tags/metacognition/</link><description>Recent content in Metacognition on Locodigital</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Fri, 10 Jul 2026 09:00:00 -0300</lastBuildDate><atom:link href="https://locodigital.com.br/en/tags/metacognition/index.xml" rel="self" type="application/rss+xml"/><item><title>Checkpoint: why you wait for the game to save before moving on</title><link>https://locodigital.com.br/en/philosophy/checkpoint-why-you-wait-for-the-game-to-save/</link><pubDate>Fri, 10 Jul 2026 09:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/philosophy/checkpoint-why-you-wait-for-the-game-to-save/</guid><description>&lt;p&gt;You're in a dark corridor. There's no bonfire in sight. The soundtrack has changed and you know what that means. And the first thought that shows up isn't "let's take it on" — it's &lt;em&gt;did it save here?&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;That reflex is so automatic that it stops being about the game. It's about how you deal with the possibility of losing progress.&lt;/p&gt;
&lt;h2&gt;What a checkpoint actually does&lt;/h2&gt;
&lt;p&gt;Technically, a checkpoint is a restore point: the game writes your state to disk so a failure doesn't cost you everything. But that's the mechanic, not the function. The real function of a checkpoint is &lt;strong&gt;permission to take risks&lt;/strong&gt;.&lt;/p&gt;</description></item></channel></rss>