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Saving Systems
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Joe Man




Joined: 21 Jan 2004
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PostPosted: Fri Mar 07, 2008 6:27 am    Post subject: Saving Systems Reply with quote

Since another thread was getting a bit side-tracked, I decided to bring the whole "permasave anywhere" discussion, which has plenty of room for expansion, into its own thread.

I think the topic was well covered by Sirlin in his article Save Game Systems, but there's plenty to add to it. Have you ever thought about being a sick sonova bitch and forcing the player to solve a puzzle
before saving? Do you feel that some games would be better off without saves at all? When do you think permasave anywhere is justifiable?

Just to provide a basic idea of different save systems, here's a little list:


Save Points: These are the typewriters in Resident Evil, the Save rooms in Castlevania and Metroid.

Check Points: These are invisible points throughout the game where progress is automatically or manually saved, either temporarily or permanently. Gears of War has invisible check points, while Super Mario World has manual ones.

Save anywhere: Obviously, allows the player to save anywhere. This may be manual, such as in the Nintendo Wars series, or in some rare cases, automatic, such as in Fire Emblem.

Overworld save: This limits where exactly the player can save. This is most common in RPGs, where the player can save anywhere outside of battle or perhaps only in a certain area (usually the world map).

Massive saves: These are only in games that have to make massive saves, such as Animal Crossing or MMOs. They can fit any of the above categories, but the key defining trait is they are quite massive and take a long time to do.

Save Marker: Not many games have this, but this is a feature that allows the player to save progress at any time, but the game is turned off after saving and the save marker is deleted when the game is reloaded. These are usually combined with save points.
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Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total
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Newbie_Power




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PostPosted: Fri Mar 07, 2008 11:18 am    Post subject: Reply with quote

Quote:
Save anywhere: Obviously, allows the player to save anywhere. This may be manual, such as in the Nintendo Wars series, or in some rare cases, automatic, such as in Fire Emblem.
We make a distinct difference between being able to save anywhere permanently and systems where it deletes your save after you load. Fire Emblem is an example of the latter. DOOM is an example of the former.

I seriously didn't want Rya to convince Twin Hamster of being able to save anywhere permanently in Darkraven, since it would kill some of the challenge of the game. Quick saving wouldn't have as much negative effect.
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Joe Man




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PostPosted: Fri Mar 07, 2008 11:26 am    Post subject: Reply with quote

Systems that delete your save are called save markers (a term invented by the Castlevania series) I suppose I could have been more distinct, but i just wanted to provide a few examples for reference.
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Calehay
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PostPosted: Fri Mar 07, 2008 11:43 am    Post subject: Reply with quote

Newbie_Power wrote:
I seriously didn't want Rya to convince Twin Hamster of being able to save anywhere permanently in Darkavern...


Can we seriously stop talking about this? I think it's clear that TH is not going to do this, and it's only going to bring up another spout from Rya.
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Rya.Reisender
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PostPosted: Fri Mar 07, 2008 1:00 pm    Post subject: Reply with quote

Yeah, it just makes me want to say again that Darkavern is one of those games who greatly benefit from saving anywhere because otherwise they are hell frustrating. And you keep saying it would hurt the game although that's not really true...

Temporary saving doesn't make sense in games where you die every 3 secondes. Temporary saving however is good in games that consume a lot of time in which it would be a really bad decision to place a permanent save spot due to the unique gameplay (for example in Unlimited Sa-Ga).

Many of the mentioned save systems are actually pretty useless because they just support making boring "resource" games. In my opinion the challenge should never be to get from point A to point B in a game. If there's is challenge in the game it should be in short time intervals, meaning, you should be "challenged" various times in an hour and are forced to use intelligence / skill (depending on gameplay). Not a single challenge like "Were you prepared enough 30 minutes ago or do you run out of items?". I wouldn't even call grinding and stocking up on items a real challenge... well of course it's a challenge of endurance ("how long can I grind before getting bored") but I don't think that should be put into a game ever. The games that are popular or even good with that system and most likely not good because of that system.

So I personally can support following systems:
- Permanent saving anywhere (in games with instant death or where any battle can be deadly)
- Temporary saving (in long games where you usually don't die often and shouldn't be able to permanently save due to gameplay)
- Not being able to save at all (if the game is short, random, focused on "high score" and you can at least survive on the easiest mode to get far enough to enjoy the game, it doesn't really need a save feature)

If anyone supports other save systems it'd be nice to hear some good reasons why they can be good.

The only good reason I heard so far was that "not being able to save everywhere" is good because it creates some kind of "fear" like "if I die now I'll have to replay 20 minutes playing time" and apparently some people enjoy this fear.
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Onlyoneinall
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PostPosted: Fri Mar 07, 2008 1:05 pm    Post subject: Reply with quote

Rya.Reisender wrote:
Yeah, it just makes me want to say again that Darkavern is one of those games who greatly benefit from saving anywhere because otherwise they are hell frustrating. And you keep saying it would hurt the game although that's not really true...


It's a game that could benefit with a rare/expensive 'save anywhere' item supplied with set save points, but other than that, it would hurt the game for what it is going for, and I would like to yet remind you again of a little something called 'temptation' that we would succumb to given the chance to save anywhere that would hurt the game a lot.
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The Drizzle
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PostPosted: Fri Mar 07, 2008 1:21 pm    Post subject: Reply with quote

Quote:
Yeah, it just makes me want to say again that Darkavern is one of those games who greatly benefit from saving anywhere because otherwise they are hell frustrating. And you keep saying it would hurt the game although that's not really true...

It would hurt the gameplay significantly. For example, if you trekked far into the dungeon then saved right before encountering an enemy, then you would be able to reload right before that enemy and not have to deal with the trek through the dungeon again. Why have an enemy encounter if it's so easy to just replay until victory? Why have a trap if the player could just save every step? I kind of think you're missing the point with Darkavern. It's supposed to be tough to beat and saving anywhere would change that. But there's a place to talk Darkavern and I don't think this is it.

(EDIT: So why am I talking about it? I'm such a hypocrite.)

Quote:
Temporary saving doesn't make sense in games where you die every 3 secondes.

I completely agree, although it does allow you to walk away from the computer for whatever reason in case an enemy is wandering your way. Then again, you could always press Esc and that would do the same thing. So, yeah, that would be kind of pointless.

Rya.Reisender wrote:
In my opinion the challenge should never be to get from point A to point B in a game.

Why not? I don't really get that. Isn't that the point of Fatal Maze? Maybe I'm not grasping your point well here.

I think the method of saving is an important part of gameplay, and this conversation kind of proves that. Just think how significantly a game can be changed based on how you save. But I can't think of many games that would benefit from you being able to save anywhere and load from that exact position. It's too easily exploited and that's the problem that everyone on this board is having with it.
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Onlyoneinall
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PostPosted: Sat Mar 08, 2008 12:07 am    Post subject: Reply with quote

Rya.Reisender wrote:
In my opinion the challenge should never be to get from point A to point B in a game.


............But.......that is the point.... of most games.... and most things... in life... and... everything...
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Newbie_Power




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PostPosted: Sat Mar 08, 2008 12:14 am    Post subject: Reply with quote

Quote:
............But.......that is the point.... of most games.... and most things... in life... and... everything...
Hardcore players can get from point A to point C, skipping B!
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Rya.Reisender
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PostPosted: Sat Mar 08, 2008 5:00 am    Post subject: Reply with quote

The gameplay of Darkavern wouldn't change even if you were able to save anywhere, but I'm tired of explaining you why so I'll just ignore all posts about it now.



Quote:
Getting from A to B.

@Drizzle
No the challenge in Fatal Maze is:
- to survive its battles
- to not run away so often that you can't beat the unescapable battles anymore
- to find the correct path of a maze

The goal might be to get to the final boss, but the challenge isn't.

@Onlyoneinall
First of all I already asked you guys to please stop comparing real life with games. If you die when you jump of the roof in real life this doesn't mean you should die if you jump from a roof in a game.

Second, basically what I said to Drizzle. The goal of many games is to go from point A to point B (though those games have a really boring goal and just proof that they were made by a non-original game designer who just copies already existing games, but since almost all game designer are boring in this aspect, I can't really complain), but the challenge should never be this limited.

@Newbie_Power
Although you refer to players, this is also a nice idea for game designers. If they allow good players to skip certain parts while the bad have to do additional 'dungeons' or 'parts' then the ones who are worse might get more items and thus the difficulty adjusts a bit for them.
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Joe Man




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PostPosted: Sat Mar 08, 2008 7:15 am    Post subject: Reply with quote

Rya.Reisender wrote:
The goal of many games is to go from point A to point B (though those games have a really boring goal and just proof that they were made by a non-original game designer who just copies already existing games, but since almost all game designer are boring in this aspect, I can't really complain)
Perhaps designers could be more creative with the goal, but to be fair, going from point A to point B leaves a fair bit more creative freedom at times than "kill the enemy." It's not the goal that matters, anyway, it's how you get there.
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Rya.Reisender
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PostPosted: Sat Mar 08, 2008 10:04 am    Post subject: Reply with quote

Yeah I was just thinking of Passage and Gravitation for example, where the goal basically is to "feel the message". I think from a game design point of view those goals are awesome while games that are like "Follow the evil guy over the whole game and then beat him" have a boring goal.
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Bob the Hamster
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PostPosted: Tue Mar 11, 2008 2:45 pm    Post subject: Reply with quote

Has anybody played SoulFu?

In its current incarnation, it has absolutely no save system whatsoever, but is still quite a cool game.

I personally would like to see it implement a save/load system similar to the one used by Powder. I really like Powder's compromise on the saving issue. You can save anywhere and load anywhere, but once you have died, you save is marked as "dead" and loading it again brands you a "Save Scummer" for the remainder of the game.

That way the purist can accept permadeath and start over, for the satisfaction of trying to beat the game without save scumming, yet the rogue-newbie can choose to keep playing with a dead character by loading an old save, in the manner allowed by most non-roguelike RPGs.
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Moogle1
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PostPosted: Tue Mar 11, 2008 3:41 pm    Post subject: Reply with quote

That's already the case in many Roguelikes. NetHack provides a "wizard mode" that lets you cheat death. The game is still very difficult if you don't know what you're doing.
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TwinHamster
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PostPosted: Tue Mar 11, 2008 4:33 pm    Post subject: Reply with quote

Moogle1 wrote:
That's already the case in many Roguelikes. NetHack provides a "wizard mode" that lets you cheat death. The game is still very difficult if you don't know what you're doing.


Is it just me, or does Nethack send even more enemies at you when you're in Wizard mode?

I've tried to get through the game in Wizard mode, but it always results in me being surrounded by a flood of monsters that kill me the moment I refuse to die.
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