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"Just so we're clear what the issue is: In games, you typically animate actions. Then in Unity, Unreal, or whatever, you can reference those actions from the code. eg if player is holding down the w key, play the walk action, if they hit lmb, play the attack action, and so on.
So what happens is someone can easily spend an entire day animating those actions, completely unaware that they aren't being saved in the blend because they haven't flagged a fake user. Even if they're exporting and testing, everything seems to work. It's just when they finally close and reopen the blend file do they realize all their work gone, and often have no idea why. Which is frustrating, and if it's a game being made with a budget, it's expensive."
I really don't understand why this is a thing. BY DEFAULT if you create a new action, Blender will delete everything you did AUTOMATICALLY and WITHOUT TELLING YOU! How in the world is this a good idea? What possible benefit could there be to automatically deleting all the work you did?
Blender always had a bias towards the creation of movies, as I understand the history of the software. So it hasn't necessarily been designed towards the creation of video games and it's always been lacking (relative to the industry standard software) tools or whatever for the creation of video games. I can't explain it better than that atm, I'm tired.
For a more "concrete" answer, that "fake user" system was designed with the intention on cutting down file bloat, as I understand it. Say you create 100 textures, but you only end up using 2 or 3 of them. The rest of them are sittng there unused, so as the user you have the option of marking those other unused textures (fake user) as important, and anything you don't mark will get tossed out. To keep your overall file clean, keep the file size down.
The 3d cursor, right-click select, no double clicking to open folders in the file browser, to name a few. I remember reading that the idea behind the single clicks in file browser was to make it more ergonomical or whatever and reduce repetitive actions. Right-click select might've had a similar idea behind it, come to think of it. Something about spreading the work out more across all your fingers or something.
The "fake user" design is also a safeguard against accidentally deleting something, if I'm remembering some things correctly. Nothing is ever truly gone (I think, now I'm wondering if you can remove animations) from your file as long as you're using it somewhere, you cannot accidentally delete a texture from the file. However, if you are not using that texture, and didn't mark it as important, then it doesn't get saved in the file after you save and close, thereby reducing the file size a little bit.
Which is the only reason I ever learned about the "fake user" system, lol. I was trying to permanently remove a texture or something and couldn't figure out how to get it out of the file.