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Sin And Punishment In Games

Thanks to NTSC-UK for their article discussing how games punish players for dying. The article starts: "Repetition has always been considered to be a pretty basic form of punishment and is still quite commonly used form even today. Fail a task, go back to the start of the level. Fail too many times and you go right back to the start of the game." It goes on to highlight save/restart points as changing this dynamic, saying that "...the most controversial aspect of the save point's growing role in videogames was the confusion between its two roles: acting as a marker which players are taken to when punished, and as a point where players could stop in order to resume play later on." Is there such a thing as being able to save too often?

103 comments

  1. Personally, by desenz · · Score: 0

    I like the quicksave option (a la Max Payne, Most shooters, etc.) you still have to do the section again, but in those especially tough sections you don't have to worry about how many lives you've got left.

  2. eh? i thought punishment was.. by gl4ss · · Score: 2, Funny

    an iron ball chained to your leg.

    there's various ways to get rid of it including burying it(dig a pit and push a boulder into it) eating it(polymorph into something that can eat metal), scroll of remove curse & etc.

    seriously though, there's no such game as nethack as far as punishment goes. you play unprepared for everything, you die and start again. and die again and start again. that's not the punishing thing, it's the addictiviness of it, just imagine playing a random rick dangerous game for 10 years and still liking it, there's just something that must be bad in that kind of thing.

    --
    world was created 5 seconds before this post as it is.
    1. Re:eh? i thought punishment was.. by FooAtWFU · · Score: 3, Insightful

      With regards to the 'die and restart completely' Nethack is not alone, but is certainly in a minority. I play Angband myself (another game in the Roguelike genre, which is noted for its permanent deaths) and, although I used to scum (briefly) I found a permanent death more exciting.
      On the other hand, roguelike games usually have random dungeons, while most commercial games have fixed plots. Once you've been through it once, the second and third and ninth time are just boring and a waste of time...

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  3. Too much of a good thing... by neostorm · · Score: 5, Insightful

    "Is there such a thing as being able to save too often?"

    Oh yes! Quicksaves are really convenient, but they take all the challenge out of some games.

    - progress. save. progress. save. progress. die. reload. progress half as far. save. experiment. save. etc. etc.

    There are two drawbacks to quicksaves, or saving too often in general.
    - No risk experimentation.
    The player really isn't afraid to jump out that window or off that cliff. They can dive into a room full of armed thugs without any fear at all. The lack of risk and fear of losing your "life" takes both immersion and reward out of passing an obstacle or event.

    This is sort of a side-effect of having too many saves, but:
    - Spoiled gamers? Not really, but in a way its really difficult to go back to games that don't offer such lenient save functions. I was just playing a game the other day who's title completely slips my mind, but it was a FPS with no quicksave function. It drove me nuts. Forced me to complete whole stages without using my magic F5 key (Oh the horror!). It really made me think of the impact it has on a player to be given such powerful tools and abuse them without knowing it. And when a game imposes stricter saving rules on the player (me), I get really peeved about it.

    So in a lot of ways, saving too many times is more than just a placeholder so I can stop playing momentarily, or a punishment. It's a cheat.

    1. Re:Too much of a good thing... by ArmorFiend · · Score: 2, Interesting

      Quicksave just isn't good enough for me. What happens when I quicksave and am already doomed? I'm STILL doomed, and now also screwed.

      I want my game to CONTINUOUSLY save its state. When I arrive at death, I want to press the REWIND button on the game until I come to a place from whence I choose to resume.

      Its just too hard to know in advance where that will be.

      Power to the Player!!
      </troll>

    2. Re:Too much of a good thing... by bluGill · · Score: 1

      I've seem [a few] games where there is a subtle choice to make in the middle, and making the wrong one causes you to loose much farther on. The idea is that you will be unable to manage hundreds of saves, and thus make the wrong choice and have to re-play to find the right one. This punishs those who save only for a way to get ahead. Some games limit how many games you can save. (Mostly really old APPLE// games where you could only save to the game disk)

      Then there are games that are unwinnable without your cheat. I've seen a few where the only way to make money was gambling, but unless you saved after each win, and restored after each loss you will lose the game. At least I can't find any other way to get the money you need to win, or a different way around some puzzles other than buying supplies.

    3. Re:Too much of a good thing... by mhesseltine · · Score: 2, Funny
      Then there are games that are unwinnable without your cheat. I've seen a few where the only way to make money was gambling, but unless you saved after each win, and restored after each loss you will lose the game.

      Why did I just have a flashback to "Leisure Suit Larry and the Land of the Lounge Lizards"?

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    4. Re:Too much of a good thing... by Goldberg's+Pants · · Score: 3, Insightful

      There is NO SUCH THING as too many saves. You should be able to save as much as you want. Many of us have REAL lives that take priority over games, so being able to save when I want, as often as I wantis vital.

      Plus the fact, on PC's, games tend to crash without warning, even the most well coded ones, so not only would limited saving "punish you" for not doing well at the game, it punishes you for the piss poor design of the system it's running on.

      I've been a gamer for 23 years now. I consider myself above average when it comes to my ability, but I'm still below the hardcore who play games obsessively and don't have wives, children etc...

      Why the hell should the gamer be punished for not being good at a game? They paid their money, what they do with the game is their own business.

      Besides, witness what happened with other titles that limited saving. Outcry from the buyers, and usually saving anywhere is added in the first patch.

      And finally, there is also the fact that a LOT of games, you forget to save if you get caught up in it.

      There is NOTHING WRONG with saving as often as you want. YOU paid for the title, you can play it whatever way you want. If you don't like it, then fine, don't save your game, it's as simple as that.

    5. Re:Too much of a good thing... by atomicdragon · · Score: 3, Insightful

      Having dedicated save places, or just saving at the end of a level, etc. is a real pain for someone who wants to stop playing. I remember when I was younger and would have my mother trying to get me to turn off a game while I was trying to find a save point. In similar games now days, it might take a long time to get to the next save point, and I will be tired the next day at work as a result. Being allowed to save at any point is the only solution I can see to this (unless someone more creative can come up with something). The system I liked best was where you were given a limited number of saves to be used anywhere like a quicksave. The only game I played like this was one of the Delta Force games. Although I thought they gave a few too many, the idea worked well. Times I might have quicksaved in other games I had to stop and think if it was worth using one of my remaining saves. This system allows me to leave when I want to (the missions were short enough that I don't use all of the save points up just to leave for something else) and I could use one if I wanted to experiment (there is always a point you wonder "What if I just shoot/blow up this?" but dont want to actually play the whole game with the results). I would like to see more games use this system, possibly with the number of allowed saves controlled by the difficulty level.

    6. Re:Too much of a good thing... by Anonymous Coward · · Score: 0

      Anyone who has played a older rom where you could NOT save anywhere in the game but now because you are playing on a computer can, knows that save points can dramatically change the pace of the game.

      Save points are something a developer will take great pains to determine the best locations to make the game fun. Take that ability away from the developer and now you are not playing the "true" form of the game.

    7. Re:Too much of a good thing... by bigbigbison · · Score: 1
      There are two drawbacks to quicksaves, or saving too often in general.
      - No risk experimentation.
      The player really isn't afraid to jump out that window or off that cliff. They can dive into a room full of armed thugs without any fear at all. The lack of risk and fear of losing your "life" takes both immersion and reward out of passing an obstacle or event.

      See I think I have to disagree here. I think that the riskless exploration is one of the great things about quicksaves. It is liberating because in a First-Person Shooter, it gives the player room to do that exploration and be able to ignore the goals of the game ofr a time. I can remember once while playing the KISS Psycho Circus game (which I think is a pretty underrated game) and once I had killed all the creatures on the level, I noticed a ledge occorss a canyon. It was obvious that the player wasn't supposed to be able to jump across that gap. But because of the quicksaves, I was able to experiment and try to make that jump without fear of losing my place in the game or without fear of death.
      Quicksaves let the player to kind of subvert the game and make it more of a free goalless play area which is very liberating.
      Certainly the presence or absence drasticly changes a players playing style. However, I don't know that it is productive to say that one is better than another. Doom was origninally intended to have a limited number of lives and be more point oriented. Had they done that Doom would have been a very different kind of game. Rules in games structure what is possible and different rules allow for different play experiences.
      --
      http://www.popularculturegaming.com -- my blog about the culture of videogame players
    8. Re:Too much of a good thing... by Goldberg's+Pants · · Score: 0, Flamebait

      I didn't mean it directly at you. Just that your post seemed like a good place to post my comments (since Slashdot ask for replies, not new comments where possible).

      I fail to see how what I wrote is reinforcement of self. That's the stupidest thing I've ever heard on here (and that's saying something).

      The fact of the matter is, not everyone has the luxury of, say. being able to play through 30 minutes of a game between save points in one sitting. Some people, not just me, plenty of others, take their gaming where they can. 10 minutes here, 15 minutes there. The MAJORITY of gamers play for relaxation and fun. They should not be forced to re-do things over and over again just so some hardcore gamer can brag about doing it in one go.

      Since you chose to get personal in your reply, fine, your comment about quick saving being cheating was idiotic.

    9. Re:Too much of a good thing... by anti-double-negitive · · Score: 2, Insightful

      Besides, witness what happened with other titles that limited saving. Outcry from the buyers, and usually saving anywhere is added in the first patch. This is exactly what killed gaming. This is why major games lack creativity and look like they were designed in Hollywood. Deviate slightly from the 'marketable' algo and your sales drop. I miss the inventiveness aspect of gaming... Remember when you used to be able to go to the $9.99 section of a software store and actually be able to purchase high-quality multi-platform games that didn't all look like a variation of Quake || Myst || Warcraft || Diablo? Sigh...

    10. Re:Too much of a good thing... by Doctor_Jest · · Score: 2, Insightful

      Simple. Don't use the quicksave. Let those of us who enjoy the convenience of not sitting down for a 5 hour marathon gaming session the ability to save when we want. It's not like you're forced to quicksave. :)

      --
      It's the Stay-Puft Marshmallow Man.
    11. Re:Too much of a good thing... by Anonymous Coward · · Score: 0

      Absolutely, and this is why no FPS has ever beaten Doom for me. I know quicksave was an option in Doom, but unless you actually clicked something it wouldn't happen. People can talk all they want about the "suspense" of Half-Life, but for me it's just not there when i can barrel through a door, get killed, hit space, and i'm back just before i got killed. Big deal. Deus Ex got this right, at least.

    12. Re:Too much of a good thing... by Dissonant · · Score: 2, Insightful

      The Diablo/Nethack style "Save and Exit" option seems to be the solution you're looking for (Nethack has the superior implementation). The player can save and quit the game whenever he wants, eliminating the look-for-a-save-point dance, but the save file is deleted when he resumes his game later, preventing him from using the save as a "cheat". If it's a game where you can try again after dying, just have "continue points" scattered about, or let the player make a permanent save file at the end of each level.

      NetHack has really taught me the value of player mortality. The game would just be stupid if you could save and restore whenever you like. The system they use forces you to play carefully and thoughtfully, which is most of the fun of it.

    13. Re:Too much of a good thing... by AvitarX · · Score: 1

      I find the opposite.

      If I can save whenever I want I tend to save after accomplishing big things, or when I am done for the day. Unless things are real obvious I don't save in anticipation. When there are save spots I save at every save spot which always is used to portent a boss fight.

      So I end up knowing exactly when to get at full strength and exactly when to save for best cheatlike effects.

      My favorite save system was Diablo II though, with it continually saving so that there was no escaping your stupidity.

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    14. Re:Too much of a good thing... by Reapy · · Score: 1

      I agree with you. Mark of Kri for the ps2 also had this system. It was broken up into longer levels. You would find save scrolls scattered throughout the level. Sometimes they would even be hidden. When you got to a point where other games would "autosave" they would just throw a scroll in the middle of the path that you couldn't miss. This system worked great, because you can save at designated save points on the level, and you can save the game whenever if you have to run somewhere and shut the game off. The balance with them was so good, that you would only want to use your extra save scrolls for when you had to leave the game, and not as you would quicksave/load.

  4. Death in gaming by Henry+V+.009 · · Score: 3, Interesting

    Where death in games matter most is multi-player FPS titles. It is boring to wait for the next round once you have been killed. On the other hand, the game is pointless when there are immediate respawns. Counterstrike tries to solve this be letting you watch through the other player's eyes. RTCW tries to solve this by respawning in waves. The way I would like to see it done, is once you are killed in the 'real' game, you get transported to some secondary site with the other dead players. That way there is no down time when you get killed.

    1. Re:Death in gaming by qengho · · Score: 4, Insightful


      Where death in games matter most is multi-player FPS titles....the game is pointless when there are immediate respawns

      That's one of the things I hate about them (aside from the fact that I suck). There's no rankings penalty for getting killed a lot, so players just go kamikaze and boost their kill count. The old Air Warrior game had a statistic called "kills-to-death ratio" that was universally respected. It rewarded self-preservation and was a true indicator of skill.

    2. Re:Death in gaming by danila · · Score: 1

      There was a mod for Quake 2 (Jailbreak or something like that), where on dying you was transported into a prison at the enemy base. You could either escape (required a team effort to jump on each other) or wait for your free teammates to resque you.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    3. Re:Death in gaming by waaka! · · Score: 1

      Statistics for Unreal Tournament have always tracked something called efficiency, which IIRC is calculated as (frags - suicides) / (frags + deaths), and there's always the announcements when you get a number of kills without being taken out yourself. I guess I don't know about other people, but it's usually the person who can pull off a Wicked Sick or something that impresses me more.

    4. Re:Death in gaming by Anonymous Coward · · Score: 0

      This world may be another world's hell. - Paraphrased from Huxley ;)

    5. Re:Death in gaming by qengho · · Score: 1


      Statistics for Unreal Tournament have always tracked something called efficiency

      Right, but as I recall a player's rank was based on the sheer number of kills, not factoring in efficiency. The broadcast announcement for an unbroken kill streak was pretty cool. I somehow managed to runup a "Godlike" streak once. I'm pretty sure I was sniping on Facing Worlds ;)

    6. Re:Death in gaming by pommaq · · Score: 2, Interesting

      Nah, the game doesn't become "pointless" with immediate respawns. The only FPS I play nowadays is The Specialists. When you die, you get a few seconds wait, you buy your weapons, then you go at it again. What you're trying to accomplish is either an unbroken kill streak (becoming THE SPECIALIST, and getting double frags for it) or just improving your kills/deaths ratio. No, you don't care *as much* about dying as you do in - for instance - Counter-strike, but you still want to keep your streak and you don't want to lose your powerups. This way, there's no waiting around for 2 mins with a spastic adolescent called "t3h fr4gm31573r" while someone is camping behind a crate.

      That said, I really don't think FPS titles are where death matters most. At most, you get the aforementioned 2-minute wait (during which you can go drink a glass of water or something). Look at games like Pikmin, where losing your little troopers means going through the entire level... AGAIN. We're talking 15+ minutes of repetition in some games. I personally think save points strike the best balance, although the downside to them is that you can't leave the game when you feel like it. I also enjoy games like SoF or Resident Evil which allow you to save anytime you like, but limit the number of saves.

    7. Re:Death in gaming by BinLadenMyHero · · Score: 1

      That's the main reason why I stopped play CS and came back to Quake3Arena.

      Two seconds for a respawn is just not fast enough!
      (click-click-click-click-click.. waiting eternal two seconds)

      In Couter Strike the most important thing is not to die.
      In Quake, the most important thing is to kill. Your life has (almost) no value, killing is important. No matter if you die too.

    8. Re:Death in gaming by MMaestro · · Score: 1
      While deaths in multi-player FPS games are matter to be taken heavily, I think deaths in MMO games is an even greater matter. In MMO games, you're basicly paying for time so you'll want the most gameplay with what little time you have (unless you have no job, family or school to attend to).

      Some MMO games fail to fix this problem, World War II Online suffered from extremely long distances to battles and few ways to get there quickly. Others suffer from imbalances of the use of easy respawning (my friend used to camp the exit of the beginner area and if he was killed, he just spawned out of the same exit he was camping; easy kills, nominal walking time.)

      I think the underlying issue is the fact that death in gaming is too light in its punishment. Obviously, its just a game so we shouldn't take it TOO seriously and we shouldn't be penalized too harshly, but face it; when players can resort to charging the enemy with their strongest attacks only to get killed and respawn as a means of softening the enemy's HP, you know there are some spawning issues in the game. (A popular means of defeating a quest monster in MMORPGs.)

  5. Again we should take a page from... by Stubtify · · Score: 1
    The old games. Remember Sonic the Hedghog on the Sega Genesis? Granted there was no real "save" feature, however haflway through the levels there was the blue progress marker which when you ran through turned red and kept you there if you died.

    Even the newest sonic games still have this marker, you don't have to go back all the way to the start, and its a small goal to reach for on your way to completing the whole level. However you can't just arbitrarily save every 30 seconds so that you have almost *no* penality for a death.

  6. too often? by dJCL · · Score: 1

    Yes, there is such a thing as saving your game too often... Ever played games on an emulator? almost all of them have an instant save state key, that you can return to at any time. Using that feature, you can beat any game in about the minimum possible time, reach a hard part, save your state, die, restore the state and keep rying, no loss of life, verrly little repeat.

    (Memo to me, lookup those 2.6 kernel instructions, running multiple file hashes in the background while typing is soo amazingly sluggish that I am taking naps between sentences...)

    Anyway

    --
    On Arrakis: early worm gets the bird. Magister mundi sum!
    1. Re:too often? by Sancho · · Score: 2, Interesting

      But then you come across games with a very nearly impossible segment of the game...it's always nice to be able to get through just that portion with quicksaves, because spending those 3 hours to get to that point just for the slim chance of beating the level... well it sucks.
      One game that suffers from this (and doesn't allow saving, either) is Super Monkey Ball 2 on the Gamecube. There are many levels where whether or not you complete the level is based entirely on luck or cheese. For example, there's one flat level where the goal bounces around, much faster than you can move. You basically have to run around and hope that the goal runs into you. Levels like that simply are not fun.

      As a solution to the original problem, however, I've seen many games that implemented a "save anywhere" feature, but you immediately quit when you save and you can only restore from a given save one time. This means that you can stop your game and continue it anywhere you want, but if you die, you can't just restore the save again.

    2. Re:too often? by cybercrusader · · Score: 1

      I agree about emulators...before back on the actual systems you had to time and make your saves count...now I lose the strategy of saving myself till the next sanctuary(savepoint) instead now I just run around aimlessly trying to complete the goal instead of focusing and having fun with the journey and challenge.

    3. Re:too often? by Lathan · · Score: 1

      I beat Mortal Kombat 2 that way. I never found out how to use SubZero's ice blast, just punched and kicked my way through it.

      Admittedly, it was pretty easy, but the quicksaves took all the challenge out of it.

    4. Re:too often? by Anonymous Coward · · Score: 0

      EXCEPT!!!

      If you continue to play after you save, does that count as your continue? Cos if it doesnt, you can save, stop, go away, come back, load, save in the same spot, continue playing, and if you die you can still use your one restore...

  7. sin and punishment in games? by Anonymous Coward · · Score: 2, Informative
  8. Children, parents and games by yurigoul · · Score: 3, Interesting

    As a parent of two I know what a burdon a game with not enough save points can be especially when it is time for the other child to play (or time for homework or bed) Games without an easy save system are simply banned.

    1. Re:Children, parents and games by neostorm · · Score: 2

      That is interesting. I remember when I was a kid playing games on my C64 I lost out on the ending of a D&D RPG because my dad just HAD to go to bed and the PC was kept in my parents room. Nowhere to save, midst of the final battle, has to shut it down.

      That's a horrible memory...

    2. Re:Children, parents and games by yurigoul · · Score: 1

      Oh man, I feel so sorrry for you I am blushing. Honestly!

    3. Re:Children, parents and games by neostorm · · Score: 1

      Oh yes! Very bitter about that one... ;)

  9. Quicksaves are the best solution by Winterblink · · Score: 1

    Personally, I think quicksaves are the absolute best solution to the problem. Agreeably they can be constantly used as you can save after every step you take in the game. However, it does allow people to save as much as they're comfortable with. If someone doesn't prefer to save as often, they don't have to. If someone's saves every two seconds then they have that option too. At least you're leaving it open for user choice.

    --
    "I'm a leaf on the wind. Watch how I soar."
    -Hoban Washburn
    1. Re:Quicksaves are the best solution by Mike+Mentalist · · Score: 1

      Quicksave is terrible, and often leads to lazy design in the levels.
      Well-designed auto-save points are the best way - look at how Medal of Honor and Halo work. They are frequent enough to avoid repetition, but far enough apart so as not to kill the challenge.

      --
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  10. As usual, two sides - no resolution for *all* game by DrSkwid · · Score: 2, Insightful

    "save where you like" can make stuff too easy and it is hard not be tempted to press f6 after every success. And I'm sure everyone must have pressed quick_save instead of quick_load and saved yourself dead or in some hopeless situation.

    In each new game I fear some mechanism that will lead me down a one way systems and my quicksave will be useless. Sadly, I've not found a game that does this, so all my file saving discipline is wasted.

    I end up playing in bazai mode, run into every new room and spray bullets after so many times creeping round corners into no danger.

    Seeing as games take like a zillion hours anyway anything that maximizes your chances you are going to take (well except invoke GOD mode, that's just *too* lame).

    So, quick save good and bad. Be strong, don't save.

    Remember this conversation (points for being either) :

    "Come on, we've got go now!"
    "Hang on, I've got to get Cloud back to the savepoint."

    Nowadays part of the skill of parenting has been the ability to asses the level of trauma proportional to the save point time expenditure. The boy used to try and hoodwink his mum by saying "I need to get to a savepoint" to get himself another 20 mins play-time. He didn't reckon on me knowing how to play video games.

    --
    There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
  11. If repetition is punishment ... by Lumpish+Scholar · · Score: 4, Funny

    ... what does that mean about playing Everquest?-)

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  12. Games too Hard by Quill_28 · · Score: 1

    I think they have to make games much harder, because people can save so often.

    There used to be a a sense of fear afraid you would die, now it seems you play to see how to avoiding dying.

    1. Re:Games too Hard by IIRCAFAIKIANAL · · Score: 1

      I dunno about that... the original SMB was pretty hard... so was Contra...

      I think maybe we're just getting old. Well, you are. I find games as easy as ever (except for DDR Max - still can't beat that goddamn Gradius remix).

      I do agree that some games abuse saving though. Resident Evil limited the number of saves, but I found I still had many, many ribbons left over when I beat it for the Gamecube...

      --
      Robots are everywhere, and they eat old people's medicine for fuel.
  13. Mr. Surly strikes again! by Asprin · · Score: 3, Funny


    Hrrrummph! As usual, everything in RL is backward from video games.

    Do you people even realize, if RL had savegame capability, how many times I would have blown away the idiot at Taco Bell who can't get my order right beause he's too busy IM-ing his girlfriend to be interrupted with customers?

    Save points as punishment, indeed! *NOT* having save points is the *REAL* punishment!

    --
    "Lawyers are for sucks."
    - Doug McKenzie
    1. Re:Mr. Surly strikes again! by Anonymous Coward · · Score: 0

      IMing? Certainly they don't have AIM on cash registers.

      If you're talking about cell phone messaging, you could have just told his boss and gotten him fired.

      Killing him or getting him fired - either would have certainly been appropriate responses from you, After all, the endgame isn't happiness,but ruining the working stiff's quality of life, which you obviously just want to throw straight down the shitter so you can get your stupid gorditas right fucking NOW.

  14. Other reasons for save points by MilenCent · · Score: 5, Interesting

    In some games that enforce save points, even having to go back isn't really that bad. Final Fantasy VI returned te player to the previous save point upon death, but let him keep all experience and cash earned. (It made him lose items, however, which makes sense.)

    But there is also a strong intuitive basis for save points, akin to not being able to rest just anywhere in a dungeon in a D&D adventure. A save point should be a "safe" location. Being able to put a bookmark in the middle of a series of tough battles breaks them up. If the player can just once get through all the hard parts of such a sequence without taking serious losses, then it's as if they don't exist! The player will then save at that point and not have to worry about going through it ever again. If those obstacles have a strong random (or not obviously deterministic) component, then this can break a level.

    Let's say someone's challenged you to a little game -- if you roll a six-sided die ten times and never get a one, he'll give you a lot of money. In a computer game, the player would save after each successful roll and practically ensure an eventual win. Taken as a sequence, such an obstacle is more troublesome than if the player can bookmark after each roll.

    Something in me kind of rebels against this question, actually, the assumption of "punishment." This question only makes sense if the listen intuitively accepts that all a "save" does is record the player's location and state, monster locations and states, which items are collected and the state of a few minor puzzles. In a more complex game (such as Black & White, where great portions of the game's environment is editable), you're saving and loading a lot more than just player location, and although B&W did have a quicksave feature, the idea of making a "bookmark" doesn't make as much sense. Although it is long, playing through the whole level each time makes a kind of sense.

    Of course, understand that I'm a Nethack fanatic, and games which feature permanent character death appeal to me, so I'm obviously deranged.

    1. Re:Other reasons for save points by Dan+D. · · Score: 1

      But there is also a strong intuitive basis for save points, akin to not being able to rest just anywhere in a dungeon in a D&D adventure.

      But I like being able to rest/save just anywhere in D&D. I'm much more interested in following the story and interacting (especially playing around with different character types and alignments in D&D's case). I don't think the designer should force anything on me.

      That aside I also like playing nethack, but that game's got *no* story happening and nothing else going for it than the experience of trying to ascend. (Well not nothing obviously its all about gameplay and most of the gameplay is figured out all the crazy stuff you can do. But I could give a crap about @'s girlfriend. I'm sure she's got great curves :)

      In my opinion, if designers want to cater to both crowds (hardcore and not) then they should do both. Hardcore gamers don't want the savepoints for obvious reasons. One game I've heard of handling it well is Silent Hill (although I'm not sure how much it is affected.) being that the more you save the more likely you're going to get a not-so-cool ending. And maybe in the same way in a D&D dungeon you should get more experience the less often you use a quicksave. So if you go into the dungeon and lose 3 guys but make it out by the skin of your teeth and resurrect (even resurrect with D&D has built in punishment), maybe the experience reward should be standard (or bonus) there, but if you've played and fought and died and reloaded at each and every battle in the dungeon each battle after gives you that much less experience (because it wasn't as much challenge, not as much reward.) Or maybe in the specific case of D&D saving is the same as resurrecting, especially if you've reloaded. In other games, it just gives you less bragging rights. (I mean that's the point right? ... "I've ascended in Nethack with the tourist")

      Maybe they are already doing this (don't know), but as a casual player, I don't want to see my quicksaves disappear because someone wanted to soapbox me about how I'm not hardcore enough.

      --
      People who quote themselves bug the crap out of me -- Me.
    2. Re:Other reasons for save points by MilenCent · · Score: 1

      I was referring to pencil and paper (a.k.a. "real") D&D.

      Nethack, admittedly, has little story, and I actually like the old premise of "generic adventurer wants amulet for personal reasons" thing, the build-up given in the Guidebook, rather than all that annoying Moloch business on that page of intro text upon starting a new game.

      Here's a secret about Nethack: it's really not that hard once you know what you're doing. Not that's a *lot* to learn, but it's actually a very fair game for a sufficently clued-in player. It's certainly nowhere near as hard as Rogue (which is a hair this side of impossible). But it's much harder for a Tourist than for a Barbarian or a Valkyrie. It's not so much about bragging rights as challenging yourself. (If you still want to brag, there's the extensive list of challenges in recent versions. Oy.)

      Your save ideas are nice, but I really think that they should fit in with an overall design for a game than just being slotted in. I'm not against quicksaves so much as wary of the ways they can break a game. You really should be conscious that they exist when designing a game, because they can break things. Most games these days have as many features as the developers think they can ship on time, without enough concern about how they interact with each other. Sometimes changing a little thing can have a great impact.

      Putting quicksaves in a game prevents the designer from doing some things. First person shooters are fairly limited games when it comes right down to it, so quicksaves don't change much. But any game that demands a certain amount of tension to be built up during a level simply can't allow the player to just arbitrarily jump to the end of it instantly.

  15. An interesting approach by Cecil · · Score: 4, Insightful

    I really liked the approach that the earlier (dunno about newer) Wing Commander games took. Rather than worrying about making the game full of traps and difficulty that forces the player to save often, they used a rather extensive tree-based storyline -- it was possible to fail a mission and still complete the game. Heck, it was possible to fail every mission and still complete the game, you would just get a very lackluster ending where the Kilrathi rule the universe and the humans run away with their tail between their legs. :)

    While not a magic bullet, I think this approach has a lot to offer, but has very rarely been used since. Even Deus Ex, hailed for its exceptional storyline where what you did made a difference, it was still very linear. You could make small changes and maybe save a few people here and there, but it still didn't offer much incentive in the way of replayability.

    While in Wing Commander, it was still possible to 'cheat' the system by saving before every mission, and playing the mission until you 'won', it was not always clear which outcome was a win. And in any case, playing the game that way would clearly be a lot more frustrating than simply playing through and not caring whether you always win, and just do your best. In effect the players who try to 'cheat' the system in Wing Commander are actually punishing themselves with repetition of missions. The casual gamer never has to repeat anything.

    Food for thought. I'd like to see more games like this. Even Wing Commander's storyline was fairly primitive. Only two branches per mission. There were no partial wins.

    1. Re:An interesting approach by EvilSporkMan · · Score: 1

      Starlancer did it, but I think all that happened was your end of mission pat on the back got better or worse...Of course, the Wing Commander people MADE Starlancer, so that could explain it ^^;

      --
      -insert a witty something-
    2. Re:An interesting approach by neglige · · Score: 2, Interesting

      As I recall, they dropped the tree-based storyline in later games (WC4?) because players did not like it... Well, I liked the idea, but they received all the feedback about WC, so I guess they had a good reason to abandon the approach.

      In Deux Ex there were different ways how to tackle a problem (you know, like Perl, there's more than one way to do it). The storyline did not really chance that much.

      Another good example I think is Baldurs Gate, where the main plot progressed, but the sideplots varied with your character and you could also pursue them at your own leisure.

      --
      My cats ate my karma. They also wrote this comment.
    3. Re:An interesting approach by TC+(WC) · · Score: 1

      Wing Commander 4 branched... but it tended to branch because of dialogue choices, more than mission performance. Even then, there was still a degree of mission based branching. They didn't do this because players didn't like the branching in WC3, though. Roberts just wanted to make a more movie-like game.

      Either way, there was quite a bit of branching based on your mission success in both Prophecy and Secret Ops.

    4. Re:An interesting approach by Anonymous Coward · · Score: 0

      Well, for games that putting 5 enemy fighters as opposed to 6 constitutes level design, then a tree is pretty easy to pull off. In WC each of the missions were grouped together by system. If you failed more than one mission, you got the bad exit.

      Games like Deus Ex or Metal Gear take place in environments of much greater complexity, changing the entire mission structure is going to lead to twice as much work and level design, for a quarter of the actual content. Most gamers would rather have a 60 hour Final fantasy game than a 20 hour multiple story path game. The more common practice, is to include multiple endings that are based on your performance throughout the game length. Silent Hill tracks the number of times you have saved, died, used health items and so forth and this (among other things) will determine the ending you get. Die too much, and its the bad ending for you!

    5. Re:An interesting approach by ManitobaMoose · · Score: 1

      i'm still greatefull i could go on without saving the damn Ralari.

  16. yes, definately by dh003i · · Score: 1

    Though I love the games, the Tomb-Raider games are a perfect example. You can save as often as you want.

    I think you should only be allowed to save at particularly difficult points in a level, where it wouldn't be uncommon to fail three or more times before succeeding.

  17. Buddha was a gamer? by Anonymous Coward · · Score: 0

    "And so, the Buddha sat beneath the bodhi tree, vowing not to rise until completing Planescape:Torment without using save."

    1. Re:Buddha was a gamer? by topologist · · Score: 1

      I started PS:T a few months ago, and while I thought its morbidity and general eerieness were interesting, I stopped playing just before my character was about to leave the dustmen's mortuary. I do have a saved game at that point :-) What did you find most exciting about the game? I solved a couple of puzzles, but there was one puzzle whose solution made no sense (the folding paper thing). There was no real combat (and it wasn't necessary either), so I guess the quest for identity of the nameless one should've captivated me. Ah well - I looked up the d&d planescape stuff, and it seemed quite incoherent in the sense that it was basically a melange of a great many different mythologies, half-formed settings and so on. Thoughts?

    2. Re:Buddha was a gamer? by slaker · · Score: 1

      I'd give it high marks for having some unusual puzzles, genuinely good writing, and an extremely well-realized "alien" world. I *loved* having a reconfigurable Modron in my party (with different stats that depended on the outcomes of your conversations), finding the living alley and the burning sorceror. I loved discussing enlightenment with the Githzerai character, visiting the Abyss and basically finding a D&D world that didn't owe its whole existance to Tolkein.

      The Setting for Planescape is a melange of different Mythologies and half-formed settings because it's [i]supposed[/i] to be. The D&D cosmology places Concordant Opposition (the setting for PS:T) as the crossroads of existance. One reality runs headlong into another. This is not an easy thing to visualize, but it was handled exceptionally well in the game.

      I generally liked the "Gold Box" games, which were mostly fairly minimal in terms of plot. I thought the first "Baldur's Gate" wasn't all that good, but the series really hit a high point with Planescape and Baldur's Gate 2.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    3. Re:Buddha was a gamer? by Anonymous Coward · · Score: 0

      The folding paper puzzle makes perfect sense once you realize what the numbers mean.

    4. Re:Buddha was a gamer? by Anonymous Coward · · Score: 0

      Hmm, I played the game a long time ago, and I think I found the puzzle's solution non-intuitive as well. IIRC, I thought the numbers had something to do with the order in which to fold the paper to make the pyramid, but it turned out not to be the case? or maybe it was something else. Anyway, definitely give the game a try, 'tis worth playing.

  18. Death should change everything...but you. by TexTex · · Score: 1

    If anyone's read Cory Doctorow's "Down and Out in the Magic Kingdom," it offers a convenient future in which people can simply "back-up" their persona. Modern medicine isn't so focused on healing but rather on restoration. And so, you're only as safe as your latest backup.

    The save game feature is as convenient, but it lacks one real-life phenomenon that lie at the fault of a backup. You forget everything that's happened to you since your backup. You don't know how you died. Any actions or conversations you've had still really occurred, only you can't remember them. Time has passed for everyone else...except you.

    The videogame save tends to lack this fate. You might lose items or levels you gained from your last save, but the knowledge is still yours. You know where those chests are and you know what's around the corner.

    It'd be interesting to see a game develop around saves with a similar hint. Everything that happens after a save still has occurred, even if you die. Your saved game guarantees a convenient point to restore, but nothing else. Persons you've spoken with re-act as if you should know what they've told you. Chests you've unlocked are still unlocked, and those items remain on your corpse. In fact, one interesting fate of death is you'd probably want to go find your old body and pluck the items off it.

    I'd really like to see a new form of save point. Create a game that isn't overly impossible to complete with one life, but force the player to choose just when and where they'd like to cache that life. And if death catches you, then you've got all the more challenge to your quests.

    --
    -Barkeep, a draft of your most hazardous brew, for the world is slowly stepping into focus, and I don't like what I see.
    1. Re:Death should change everything...but you. by ymgve · · Score: 1

      That's what we call a MMORPG.

    2. Re:Death should change everything...but you. by gl4ss · · Score: 1

      ever seen zardoz*? and it's system of eternality in which the people were constantly connected to a computer(wireless, of course, but that doesn't matter) and when they had an accident their bodies got remade(and they had the memories too).

      imdb zardoz
      *if not, rent the dvd or get it from somewhere, be warned though, if you don't get past the 'omg lol sean connery in ridiculous outfit' you wont get much out of the film. if you can get past that it's an excellent film in a rollerball(the original, not the awful pop-action remake that lacks all what the original was about), fahrenheit 451,1984, brave new world sort of way(which arguably are not mainstream books/movies even if they do have made an impact on the mainstream, and the society/utopia describing goes before thea action). zardoz is a bit trippy though, but again, imho in a good way.

      -

      anyways, i'd like a nethack like system used more, where death is final but the game differs enough every time you play it. that's a real _game_, the stuff coming out nowadays is more like an interactive story things rather than games(some of them are good though).

      --
      world was created 5 seconds before this post as it is.
  19. Autosave Agony by quinkin · · Score: 2, Interesting
    Now I am a bit of a fan of the quicksave concept (as other readers have noted, kids change your gaming criteria) but I have to register my objections to the autosave design.

    After playing 9/10 of the way through a particularly long and torturous Halo level, I ended up in a Warthog, sliding sideways of a cliff, exactly when the final monster was killed (triggering the autosave).

    This gave me the joy, delight and reward of a hundred or so attempts leaping from the falling warthog and just failing to make it to the top of the cliff.

    If developers insist upon disempowering the users, they should at least try to ensure the users are not completely sabotaged.

    Personally I have always found that over-use of a quicksave function makes it relatively easy for game designers to create "gotchas" that force users to restart a level (used all ammo, didn't flick the switch, whatever) - so I don't believe it is the game destroying function that other propose.

    Q.

    --
    Insert Signature Here
  20. You haven't heard? by laiquendi · · Score: 1

    It's called life.

  21. Saving Too Much Can Be A Punishment by Qaztal · · Score: 1
    Saving too much can be a punishment in itself, mostly in association with no risk experimentation.

    Cases evolve when you have saved a number of times and you need to roll back to a certain save to redo everything again. The more saves you have the more often you repeat the same task back to the failing point. That is until you find the right save that allows you to continue forwards.

  22. Re:As usual, two sides - no resolution for *all* g by NihilSmurf · · Score: 1

    I know I wasn't the only one who left FF7 paused while I was at work.

  23. Games need rewind buttons by QuantumG · · Score: 1
    A recent game I've finished: Hitman 2. This is a game where you get punished for walking too loud. There comes a point in time where this is no longer fun (for many people this is never fun). So many times I've cursed under my breath and mumbled "how did he see me?" Sometimes I'll complete a section just fine only to say "I could have done that better " and reloaded. Of course, the game designers try to discourage this sort of behaviour.. that's why you only get a limited number of saves. Yes, you read that right, you only get (say) 5 saves for a level. It actually goes even further than punishment. Should you perform some action in the game that shows you are thinking (like going to get the missle guidance system before you try to go kill the boss) you are award with, you guessed it, a bonus save.

    This has gotten a bit absurd hasn't it? If you don't want me spending 90% of my time playing the game hitting the "reload" button, then give me a better option. That's why I suggest the familar metaphor of a fast forward and rewind buttons.

    --
    How we know is more important than what we know.
  24. absolutely by QuantumG · · Score: 1

    and if I rewind too far, I want to be able to fast forward back up to where I was.. I want to be able to pause and examine what went wrong and then try again.

    --
    How we know is more important than what we know.
  25. Twofold save system by jensend · · Score: 1

    Some games (though I don't remember any off the top of my head) had a twofold saving system which I think usually did a good job at respecting the distinction between saving to get off and saving progress: save points, few and far enough between to present a good incentive to be careful, were the normal save/restore progress function, but you could also save at any point to get out- but doing so would exit the game, and you could only restore the 'save at any point' save the next time you got on the game- no going back to it after playing further.

  26. Resident Evil+ by anti-double-negitive · · Score: 2, Interesting

    How about this: Make it beneficial to NOT save. Resident Evil and Chromium both have the right idea: In RE, each save used up an item (an otherwise useless Ink Ribbon), which in turn used up an inventory slot. In Chromium, If you bypass a proctective sheild, you get another life. I like a combitation of theese ideas. Perhaps saving the game should require the sacrifice of a particularly powerful item (that may just save your life). This way you are left with two choices: Try to advance with the benifit of the item, or lose the item as an 'insurance fee,' with the benefit of being able to re-play that part.

    1. Re:Resident Evil+ by Xerxes+of+Zealot · · Score: 1

      I like this idea, lets change one thing though. Make it a gamble, if you complete the area and make it to the next save point you get the item back. If you dont, then you have to beat some sort of "special" boss to get it back, or its just lost forever.

  27. Several ideas by Qzukk · · Score: 1

    Some games I've played have a save counter, where it keeps track of the number of times you've saved, challenging you to keep this to a minimum.

    Other ideas I can think of would be to allow you to save anywhere but only once per dungeon or level or whatnot, maybe more on a very large map. This lets someone who needs to get up and go do so, while requiring the people who try to use savegames to replace skill or luck to wonder if they'll be needing that one save right after this part of the map. Or have movable savepoints, where you can carry a save point with you, but you have to give up something else. (probably more for find-and-use-the-item type puzzle games than anything else)

    Hidden savepoints that take work (or a strategy guide) to find would be an interesting twist also, but I think this fails to fix the "uhoh, mom wants to use the TV now" form of urgently needing to save ;)

    --
    If I have been able to see further than others, it is because I bought a pair of binoculars.
  28. Progressive defeat vs instant death by Chris+Canfield · · Score: 1

    Interesting, how in this more modern era of instant saving we now have more games with progressive defeats than with instant deaths. Does it break the skill necessary to play Warcraft 3 if the player is allowed to save after every weapon swing? Of course not, because with each encounter comes guaranteed damage, and the tradeoffs between taking and doing damage is what leads to success. Even in FPS shooters, one has to ask "did I take too much damage to save? Is losing 10% of my health for that encounter a bad thing?"

    As we have moved away from the realistic one shot-one kill analogy to systems that are a bit more forgiving, the line between success and failure of an attack become blurred. But as games move online, the distinction becomes moot. If you don't like how an attack played out in Battlefield 1942, you have no option to restart. If you took too much damage running your UT2003 avatar into a room full of the opposite team, your recourse is nill.

    This really hasn't been a problem in years.

    --
    This Sig is a mnemonic device designed to allow you to recognize this author in the future.
    1. Re:Progressive defeat vs instant death by Anonymous Coward · · Score: 0

      the realistic one shot-one kill

      That is not realistic, One Shot-one Maiming, one shot-one slow painful death is the far more likely outcome of a gun shot wound.

  29. I hate to get punished by aliquis · · Score: 1

    I hate all the games where you get punished, especially if it's from the computer, that's why I liked quake. You die, you hit the buttons and there you are playing again.

    Sure, strategic games and such should be hard to, but since I know I can die and be forced to replay the level I always saves every now and then or just simply don't play at all since I actually get bored (that is probably more true of games like WC3 there the single player missions was so boring). Can't say it would be better if the levels where so simple you couldn't die either thought (the WC3 single player normal levels actually are..).

    I've never been a friend of continues either, to play the same game all the time is just boring. I think we got two clear winners here, the multiplayer FPS games there you can just join the game again and the adventure games (probably space simulation and MRPG aswell) like Monkey Island II there the levels are hard but you can't die. Why should so many games contain the die element anyway? To not use it would require more creativity and a better game imho.

  30. I for one am against... by psyco484 · · Score: 1
    Death in games. Surely this is just making our children depressed because they can never do anything right and they're bound to turn out just like their father, lazy good-for-nothing piece of crap, never try to do anything because they might get killed any second. What we need more of is games where no matter what you do you win. This teaches our kids that they can do anything, and that they're special. I don't want someone, or something, else punishing my kid, it's my job to lock them in the closet for hours and tell them they're going to hell and will never amount to anything.

    But to be serious for a minute or two, if you're going to have a "save when you want" feature, it should be like in GTA. You've gotta not be in the middle of a mission, and go out of your way to do a save. You shouldn't be able to save every 2 seconds. This takes a lot of the fun out of the game. At least with the GTA style saves you can die or fail in a mission, reload right before that mission and try again. There is still a punishment factor involved, whatever you might gain on your way to the mission, or after you finish it, if you die in between your next save, you've gotta weigh the costs against the benefits. Sure you might have just made $4000, but you just lost $100 in fees, and $10000 in all your guns and ammo. You might be better off repeating the mission, but then again, maybe that mission was a pain in the ass and you'll make the money back in 10 minutes anyway.

    Another, in my opinion, good save game/punishment style is in Uplink. You can fail, and you can get completely shutdown if you do it enough times, that's easy. If you get busted you might get a game over, or you might get a fine, and you might get a demotion and only be able to earn less until you've proven yourself again. Also, the "save" feature isn't really offered in the traditional context. I haven't really seen a way to go back and undo something. If you get busted and you get a game over, that's it, you can't reload from your last startup. That account is locked, and you're basically SOL. This offers a nice incentive to not fail and to do well. Boring as the game might be, it's holding my interest fairly well and I feel compelled to evaluate possible risks very thouroughly before I just do something.

    Just my one cent (hey, being unemployed means doing more with less).

    1. Re:I for one am against... by prockcore · · Score: 1

      You shouldn't be able to save every 2 seconds. This takes a lot of the fun out of the game.

      I see, removing features *increases* fun.. who knew?

      Saving is optional, if you want to go through the entire game without saving, go ahead. But to prevent people from saving because you think it makes it "more fun" is stupid.

  31. Skill Levels by ChibiTaryn · · Score: 1

    I guess Save Points, and whether there are too many, or not enough, may depend on the player's skill level to begin with.

    I can't say I condone the act of saving, then dying and reloading back to the save (so you don't lose the life, etc), in my books that's "cheating" regardless of skill level, but I do see Save Points as a valuable "safety net" for less skilled gamers, and a useful tool even for skilled gamers.

    A very skilled and confident gamer is probably going to regard too many Save Points as "taking the challenge out of the game". And to some extent it does make things easier, but if that's a problem, I suggest that those same players simply bypass those save opportunities.

    A less skilled gamer however is probably going to rely on Save Points fairly heavily. It provides a way for less skilled gamers to get through a game that they might otherwise give up on entirely.

    Also, like somebody else mentioned, frequent save points are necessary for younger children, in part due to their level of skill, and also because their Console/Computer is probably shared with siblings and parents, meaning you're likely to need to save frequently as they tend to kick you off for various reasons (Homework, Dinner, parent or sibling needs/wants/bitched to mum/whined to use the machine, bed time, etc)

  32. let me save whereever i want by Splork · · Score: 1

    i won't bother to buy or play a game that doesn't let me save my progress reasonably. i have a life in the *real world*. games are for entertainment value. if you blame save-games for letting you cheat to avoid a challenge than you're an undisciplined dimwit who probably drives SUVs up 14,000 foot mountains and wonders why hikers piss on your "car" when you get there.

  33. Interesting thing about that. by Inoshiro · · Score: 2, Interesting

    The I-Ninja demo included in Soul Calibur 2 for the PS2 illustrates a great example of non-silly punishment. On one level you must roll a barrel of gunpowder to a set spot, then detonate it. It's rather like monkey ball, except you control the barrel/ninja rather than the level.

    If you fall off or the barrel explodes, it doesn't force you to back track or anything else. The barrel dropper drops another barrel, and I-Ninja hops onto the barrel -- ready for another attempt. It also has a lot of cool moves (ala Jet Set Radio Future). It's quick, neat, and unfrustrating. A pleasant switch from all the linear platformers that stick with the jumping-puzzle-frustraction-factor gameplay.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:Interesting thing about that. by ihatesco · · Score: 1
      The I-Ninja demo included in Soul Calibur 2 for the PS2 illustrates a great example of non-silly punishment. On one level you must roll a barrel of gunpowder to a set spot, then detonate it. It's rather like monkey ball, except you control the barrel/ninja rather than the level.

      If you fall off or the barrel explodes, it doesn't force you to back track or anything else. The barrel dropper drops another barrel, and I-Ninja hops onto the barrel -- ready for another attempt.

      Looks like to me the "poo" level of Conker's Bad Fur Day on N64... you had to roll this ball of poo to unlock some doors, and when it finished, another one was formed for your perusal (and amusement).

      --
      "I am slashbot, hear me roar!"
  34. Its probably too late but... by xenocide2 · · Score: 2, Interesting

    There's another solution to the problem. In addition to the "savepoint," there also exists a notion of a continue point. The idea is that if you need to stop playing for a moment, it is simple to save your gamestate, but it retains the element of risk, and avoids the introduction of more loadtimes into the game. Basically, the game allows you to save anywhere and removes your save when you resume. This has existed for a long while in many games. Some of the Dragon Warriors, the Mario sports titles for gameboy, and probably the oldest of titles, nethack.

    Of course this does result in some side effects. For starters, the lack of permenant "saves" means that if you die you'll be sent off to the beginning to try again. The Dragon Warrior and Mario games accomodate for this by mixing in save points at places like right before entering a cave, or starting a new tennis match.

    What designers need to focus on is what gives the game purpose. As much as I hate those academic cooks who talk about video game narrative, almost every game follows the same structure. Go from level to level, retrying until you find the end of the game. Failure in this situation has nearly zero meaning in this repitition model. I hear the Wing Commander games featured a system like this. Unfortunately, academics never get a warm welcome, in part because they have little experience, in part because they make little attempt to be accessible, and in part because they stray from the people's notion of a game.

    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

    1. Re:Its probably too late but... by Anonymous Coward · · Score: 0

      Take a look at what Nintendo did with The Legend of Zelda: Majora's Mask for the N64. (Basically, there were intermediate save points - the owl statues - that behaveed similar to what you describe, but the real action of saving was a song that would bring you home, back to the beginning of your mission, only you were allowed to bring certain acquired items with you.) I loved that game save mechanism; it fit the theme and flow of the game perfectly.

  35. Give a reason not to save! by Jellybob · · Score: 2

    I present to the jury exhibit A: Neverwinter Nights by Bioware.

    You shall observe that upon death, the player is not forced to replay anything, or to restart the game. They are merely returned to the local temple, less a few XP and gold, ready to return to the fray if they so choose.

    In my personal experience, the only times I will save the game, is when I must leave to do something else, since death is handled in the game in a just manner.

    1. Re:Give a reason not to save! by li99sh79 · · Score: 1
      You shall observe that upon death, the player is not forced to replay anything, or to restart the game. They are merely returned to the local temple, less a few XP and gold, ready to return to the fray if they so choose.

      It's more than just a little XP and gold. I don't remember exactly but the cost is like 10% of your XP plus 50*your level in gold. Even in NWN it is far cheaper to save your game before a big fight and reload if you die. It also doesn't hurt to assign the stone of recall to a quickslot and be quick on the function key when your HP gets low :)


      -sam

      --
      I was just here, where did I go?
    2. Re:Give a reason not to save! by Jellybob · · Score: 1
      It's more than just a little XP and gold. I don't remember exactly but the cost is like 10% of your XP plus 50*your level in gold. Even in NWN it is far cheaper to save your game before a big fight and reload if you die. It also doesn't hurt to assign the stone of recall to a quickslot and be quick on the function key when your HP gets low :)

      I know that it would be cheaper to save, but I work on the basis that dying should be painful, or there's no point in not just using god mode - especially with the option of pulling out back home with your stone of recall.
  36. Re:As usual, two sides - no resolution for *all* g by DrSkwid · · Score: 1

    Leaving your playstation to the vagaries of family life is not that wise a strategy. 8)

    The outcome was good though, the agreement became "Tell player 30 mins *before* you exepect playtime to finish. Then when the time is up, the time is up and no arguing".

    When one hears of all sorts of stuff like the device a while back that rationed electricty so that the conflict didn't arise one wonders how the rest of the household conflict is resolved. That kind of living does no good for anyone.

    --
    There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
  37. Video Replay by FromWithin · · Score: 1

    The Killing Game Show on the Amiga (also released as "Fatal Rewind" on the Megadrive/Genesis) had a great feature that I haven't seen since.

    If you died on a level, it would take you back to the beginning, but show you a replay of what you had just been doing on the level. You could fast-forward the replay and then take over at any time just by moving the joystick.

    Simple, brilliant idea.

  38. Dragon Warrior does this too. by Anonymous Coward · · Score: 0

    If you bite the dust, you return to the king, lose half your gold, and have to put up with the king asking you to be more careful this time.

  39. Then don't do stupid stuff? by Crash+Culligan · · Score: 1
    Consent is an issue. Emotional attachment is an issue. Wasted effort is an issue. None, however, are the issue. The issue is that people don't like losing. (Permanent death) amounts to a statement of total, that's-all-folks loss. There's no wheedling out of it; it's final. That's what people dislike about it.

    Designing Virtual Worlds, Richard R. Bartle, New Riders Press, p. 417

    The whole point of the article was that punishments had to be introduced into games to encourage players to approach problems differently and not to use cheating or cheesy emergent strategies. It isn't about the designers not trying to excel, it's about the designers forcing the players to excel. The introduction of negative consequences forces players to think through their actions, or to act much more quickly and carefully when the time comes.

    The problem occurs when the importance or difficulty of the task doesn't match up with the severity of the punishment. Too little punishment or consequences and the game is seen as boring or easy (designers hate that perception), too much and the game is compared to prison rape.

    --
    You cannot truly appreciate Dilbert until you read it in the original Klingon.
  40. Suspended by August_zero · · Score: 1

    In LOZ:Majora's Mask the concept was this: the world was about to end in 3 days time, and you had to save it. THis was accomplished through a "groundhog's day"esque system by which at anytime, you could travel back in time and restart from the beggining of day one, but any events you had completed were undone. A lot of people loathed this game for this since if you were half way through a dungeon and time ran out, tough! you had to start over. Anyway, if you wanted to take a break from the game, you could create a "suspend save" which would save your current status and then exit the game. When you restored the save, it deleted itself and that was that. You could pick up where you left off but you couldnt use the save to restore and retry over and over again.

    It is a great system, it provided the "save anywhere flexibility without the potential abuses.

    --
    On Wall Street they say "buy low, sell high" On the pad we say, "buy high, sell high" Isn't that somehow better?
  41. Quicksave vs. Checkpoints... by AltaMannen · · Score: 1

    Isn't quicksave really a way around designing reasonable checkpoints?

    I define checkpoints as predefined points where you will respawn in the same state as when you entered them when you die, but that will not actually save the game for you. Optionally a player may be allowed to save at any point and in another session load+start at that checkpoint but that is not part of the checkpoint definition.

    The reason for checkpoints is so that you can not quicksave in a dangerous location and so that any single game event is of reasonable length and difficulty (designing a game so that the only fair way of beating an obstacle is to quicksave every time you do the right thing in a battle and reload every time you get hit is bad in my opinion) and that you have a small enough distance between checkpoints (right before AND right after killing a major enemy for instance).

    The ability to use quicksave does make the game more difficult to design and balance, and I think that leads to less entertaining games. Don't dislike a title because it doesn't have a feature you prefer if they have a fair alternative even if it takes a little effort to learn. Dislike games because of bad design or lack of balance instead.

    I vote yes to savegames and checkpoints but no to quicksaves.

  42. Suspend saves: the solution? by Incoherent07 · · Score: 2, Insightful

    Like the article says, quicksaves/unlimited saves are a double-edged sword. On one hand, it allows players to leave at any time and come back to the game without losing too much progress (or having to go back to the last save point), but on the other hand players get complacent: save, try something, die, restart from save, try something else, until you've brute-forced your way through the whole game. Autosaving makes matters even worse by taking control from the player while still offering the same measure of safety.

    Many people have posted many examples of the suspend save as a compromise: the player can save their game at any point, but as soon as that suspend save is loaded, it disappears. When you die, you return to your last "real" save point. The fact that you can save anywhere allows, say, the 8 year old to save as soon as his mom calls, but it doesn't allow people to game the system and keep trying something until it works, with no lost time.

    --
    This is my sig. There are many others like it, but this one is mine.
  43. Saving and leaving by pdjoyce · · Score: 1

    The severely underrated Operation Flashpoint solved the need to save and quit before reaching a save point by including an "abort" function. If you quit the mission partway through, you could return to the point where you left off the next time you ran the program. But the save couldn't otherwise be accesed.

    1. Re:Saving and leaving by ManitobaMoose · · Score: 1

      problem solved by alt-tabbing out of the game and deleting the save file in the user directory. i didn't use it all that often but i did use it. considering that enemies could see you through smoke and darkest night from a mile away if you triggered something and never lost track of you i don't even consider it cheating.
      heck it's my time and my fun and i find it boring replaying "search and destroy" 50 times because a tank spotted you in the thickest bush once you discharged a weapon.
      not to talk about "alamo"...

  44. Quick saves have ruined the FPS Singleplayer Genre by skyknytnowhere · · Score: 1

    The last FPS I really and truly adored single player was Alien Vs. Predator (the first one).

    Every one since has been a "Quick save, quick reload" fest, rather than focused on actual play.

    The game was ridiculously exciting, especially in the marine levels, because (at least before the save patch) no way to recover if you died, you had to start all over. This led to a style of play very akin the feel of the movie- Jerky glancing back and forth, staring at your motion detecter, firing wildly at any movement. A huge adrenaline rush, and a ton of fun.

    Same with most RPGs that don't have save points every five feet- the deeper you get into the dungeon, the more exciting it gets. There's a sense that you will actually suffer a loss if you fail.

    I suspect this is part of the reason why MMORPGs are getting more popular. It's more exciting when you're playing a game when you don't have complete control over it. Losses in MMORPGs are permanent (unless the servers crash, rollback, etc). In any case, getting in touch with what makes a game exciting, the sense of danger, that kind of thing, is important to making games fun.

    skye

  45. I think you should go to "Otherworld" for a while. by Anonymous Coward · · Score: 0

    They need to have it so you go to lower level like heaven or hell and have to earn the right to come back to life.

  46. Timed saves? by KurdtX · · Score: 1

    I'd recently been playing the "Final Fantasy: Origins" (FF1 & FF2) re-release for the PS1 while I was unemployed, and found the game to be vastly easier with the introduction of the save-anywhere "Memo" save. Now this didn't actually save your progress if you turned the power off, so it was actually almost strictly a "cheater's" save.

    But, given that the mechanic of the game seemed to be that yo had to be lucky enough to not face off against the "killer" monster groups in each dungeon, it was very welcome to me. (How Killer? My party could kill 95% of the monster groups in 1-2 turns, but these would kill or put my guys at critical levels) But, every time I used it because I had just gotten unfortunately destroyed, I felt the pang of guilt as I pressed the reload, but followed immediately by the relief that I didn't have to go through the first 3 floors again. That part was more fun (repetition is punishment), but the accomplishment wasn't as great because of it.

    So, I've actually been thinking of this, and it hit me during the reading of the article, why not have a timed auto-save (in addition to the end-of-level saves)? For an RPG this might be more on the order of every 10-15 minutes, for an action game it might be every few minutes. The trick is finding a time that's far apart enough so that the player isn't going to sit around waiting for the save to kick in, but short enough so that the player doesn't feel like they've lost significant progress if they die between them (but still enough to be a punishment).

    So, if it takes me 2 hours to get through a dungeon, and it saves every 15 minutes, I can feel safe in "expecting" to die once or twice from circumstances I wasn't prepared for. I'd "lose" about 15 minutes of time, which really wouldn't be that bad compared to having to re-do the whole two-hour bit. Much better, and I think it strikes a good balance between the designer's ability to put surprises in, and the player not feeling overly punished with each new surprise.

    --

    Kurdt
    I'm not anti-social. Just pro-technology.