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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?

29 of 103 comments (clear)

  1. 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.

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    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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  2. 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 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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    3. 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.

    4. 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.

    5. 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...

    6. 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. :)

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    7. 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.

  3. 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 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.

  4. sin and punishment in games? by Anonymous Coward · · Score: 2, Informative
  5. 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...

  6. 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.

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  7. If repetition is punishment ... by Lumpish+Scholar · · Score: 4, Funny

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

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  8. 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!

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  9. 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.

  10. 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.

  11. 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 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.

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  12. 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.

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  13. 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.

  14. 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.

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  15. 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.

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  16. 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.

  17. 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.

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