How Do Save Systems Shape Games?

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When was the last time you really thought  about saves? Like, REALLY thought about them?   Save systems aren't as flashy as skill trees, as  notorious as microtransactions, or as widespread   as experience points, but a game's save system is  just as important. Saves are part of the bedrock   of a game’s design. They touch on risk tolerance,  experimentation, safety, social factors, quit   rates, metagaming, and more, and there are dozens  of different flavors that each shape how a game   feels differently. The right save system in the  right game can create an entirely new subgenre,   but a wrong combo can collapse the house of cards  just as much as janky combat. Let's talk about   different styles of save systems, tradeoffs for  each, and how you determine what's worth saving. Save your ears with today’s episode sponsor  Raycon! 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So what's the point of saving? Well, yeah, it's  pretty obvious. Saving your game lets you continue   it later. It carries over data from session to  session, so you can leave it and pick up where you   left off. But that also implies some things that  are a little more subtle. A world without saving   has a pretty severe impact on what a game can even  be. Without saves, a game's length can only last   as long as the average person keeps it powered  on. Anything you want the game to be would have   to fit in that short amount of time. Story-heavy  games would be incredibly limited. It's hard to   tell a lengthy saga if you'd have to keep your  NES running for 40 hours to tell it. Long-term   progression of all kinds - mechanical, character  stats, rewards, and unlocks - they're all very   tough to incorporate into a game if you can't  carry over your progress to the next session. Of course, that doesn't mean that there  weren't games without saves. They were   just designed differently. Arcade games  were designed with short play sessions   to get you to pump in quarters and usually  didn't have a way to save your progress.   The first home console games carried  over that arcade game design philosophy   and were made to be both short in length and  brutal to complete to stretch out their playtime.   Games were designed to start you over from the  beginning. Checkpoints were temporary, and lives   were limited. Once you got a game over or just had  to end the play session, your progress was gone. If you wanted to finish a single-player game like  Ninja Gaiden, Contra, or Rygar, you had to be   patient, start from the beginning, slowly become  an expert at the game's systems, and work your   way up to having that perfect run. For those who  get to the end, it can be incredibly satisfying.   The road to get there will infuriate people,  though, and has a good chance of alienating   anyone who doesn't - or can't - get to the end.  It can be fun, but it won't be for everyone. Some games without saves were designed a little  differently. Sonic 2 can be cleared in about an   hour, and the stages are short, sweet,  and filled with multiple paths to keep   things fresh during repeat playthroughs.  Super Mario Bros had warp pipes that let   you skip to the later stages relatively  quickly if you knew where to find them. But if you tried to just power through a game’s  design without adapting it for a save-less   environment, you might run into problems. Micro  Machines for the NES tried to. It’s a super fun   8-bit racing game. I had the Game Boy Color port,  Micro Machines 1 and 2: Twin Turbo, and it was one   of my go-to road trip games. There were loads of  inventive tracks, each creatively themed and using   totally unique vehicles to race on each one of  them. Go head to head vs several AIs of different   skill levels in a progressive structure with a  couple dozen different matchups. Can you get to   the end? No, probably not. The game has absolutely  no way to save your progress. No cart save, no   level skip, nothing. The game even “””””saves”””””  your fastest lap times - at least until you   powered it off. Every time you boot it up, you’re  starting at the bottom of the ladder and seeing   how far you get before your batteries run out.  The game uses concepts that really only work if   your progression can be resumed and your records  kept, but provides no functionality to do so. But this isn’t a video about not-saving.  So if we’re gonna try to save data,   what’s the quickest, fastest, cheapest,  and easiest way to do it? You won’t need a   battery in a cart, or a hard drive, or cloud  storage. Just a pen and paper. Passwords. Passwords were very popular ways to save your  progress around the 8-bit era without having to   include persistent memory inside a cartridge.  A game save password can do one of two things:   it can either be a secret code to unlock a  set of features, or you can use a password   to code in specific data, then decode it later  to interpret back out what all that data means.   That type lets you store a whole lot more  information, like saving exactly how much money   you have, which bad guys you’ve taken care of in  which levels, what exact coins you’ve picked up,   and so on. If you see a password like THIS,  you’re probably dealing with that basic   level select type of password.  If you see THIS, that usually   means there’s a bunch more fine-grained  data being stored inside that password. Passwords are surprisingly convenient for  some things. They’re way more shareable   than a cartridge save. A magazine could just print   this out and get a final boss warp  out to thousands of people. Hell,   the thousands of YOU watching right now can take  this and start up my terrible Kid Icarus save. But passwords can be pretty annoying,  too. You have to manually write it down,   and if your handwriting is bad, you’re out of  luck. If you flip letters and numbers around,   you’re also out of luck. Wouldn’t it be  easier if you just said when you wanted   to save and the machine kept track of it all  for you? Passwords fell out of favor and gave   way to hardware saves as the cost of RAM chips  became cheaper. It was a lot more convenient,   and hardware saves let some new behaviors appear.  There are many different ways to flavor a hardware   save system, but they fall under a couple of broad  categories: freeform and designated save points. Freeform save points let you save just  about anywhere you want. Take a step,   save. Take another, save. Use an item, save.  Maybe you can’t save all the time like during   combat or against a boss, but everything’s kept on  disk for you to pick back up when you load next.   Players get the maximum sense of security that  they won’t lose any progress they’ve made,   but there are downsides, too. Freeform saving greatly reduces the tension of  losing progress from dying to something. There   are plenty of games where that’s OK. Story-driven  games, for example, don’t usually get their fun   from the risk of losing your progress and having  to replay parts of it. But plenty of other games,   often more action-focused, use that tension  as part of the internal drama of the game.   Freeform saving removes that drama almost  completely, which might play into what the game   wants to highlight, but might not. On the flip  side, freeform saving encourages more risk-taking   and experimentation. If the downside for  failing is low, why not take more chances?   It’s a tradeoff. It also can be an invitation for  players to undermine some of a game’s intentions. Limitless saving can invite a thing called Save  Scumming. Save scumming is a strategy where a   player frequently reloads a save to manipulate  what will happen next. If you’re about to go   into a fight centered around random chance, and  the devs aren’t careful, save scumming takes   the randomness out of an encounter at the cost  of a bunch of repetitive reloading. Take XCOM.   XCOM is built around attacks that have a  percent chance to hit. The game has some   built-in anti-save scumming features to keep  track of the dice rolls from load to load. If   they hadn’t done that, save scumming would let you  keep reloading the same fight until that rare 5%   chance to hit actually succeeded. If you’re just  gonna reload a game until it goes your way, that’s   not really a random roll of the dice now, is it?  A player might reload a fight repeatedly to get   a rare loot drop or get an enemy attack pattern  that’s easier to beat. It’s a strange side effect   of the convenience and security of unlimited saves  that creates a tedious optimal strategy for some   encounters. This can also apply to emulated  games with save states and rewind features. Developers can work around it by saving a big list  of random dice rolls early on and just reading   from the table instead of re-rolling it live on  each reload. Still, it's something they do have   to keep in mind, so they don't accidentally  create an experience they didn't want. Or you could go in the total opposite direction  and embrace save scumming. Fire Emblem is a   series that uses random rolls for attacks a lot  like XCOM, and permadeath for its characters,   which creates a pretty significant incentive  to start over the second something goes wrong.   Fire Emblem: Three Houses is the newest game in  the series and has a feature called Divine Pulse,   which canonizes the save scumming process by  letting you rewind a battle a limited number   of times to course correct if you made a fatal  mistake, instead of reloading the whole fight   from the start. The feature takes some of  the tedium out of the process of reloading,   which makes it a nice quality of life benefit  if the devs are going to tolerate save-scumming   as a part of the game. You can’t just do the  same actions and expect different results,   though. The random rolls are saved in a  way where repeating the exact same actions   will wind up with the same outcome. It’s there  to let you adjust to a new, winning strategy. Other games only let you save at  designated places during play.   In Kingdom Hearts, you can only save at  one of these things and nowhere else.   Often these save points pull double-duty as safe  havens to heal, restock, strategize and prepare.   The placement of save points isn’t usually  random. Especially in games that use them as   places to refresh your characters, they tend to  be spaced out evenly, or before major events.   In many games, save points were implicit  signals that a boss fight was about to start. Some games gave you a portable designated save  point and let you set it wherever you wanted.   Final Fantasy 7 gave you one in the final  dungeon, but only one. Place it too early,   and you might have a long gauntlet  to get to the end, wherever that was.   It would be a clever way to get around the major  event telegraphing problem that hard save points   created, though in this game specifically, it  was pretty obvious where the final boss was. If you want something a little less permanent, the  idea works with checkpoints, too. Demon Turf is a   3D platformer a la Mario 64 where you’re stringing  together your different movement options to bounce   and dive all over the place. You’d be surprised  where you can get to, but learning requires a   good amount of experimentation and risk-taking.  The game gives you 3 checkpoint flags that you   can plant anywhere you want to encourage you  to take chances with where you jump to next.   You can’t be completely careless with them,  but you get to choose exactly where you feel   like you really need them so you don’t have  to repeat an easy chunk of the level. You can   even teleport between the flags, which  can be handy for finding collectibles. If there are only going to be save  points in certain places of the game,   the placement of those save points  matters more than you might think.   The longer the game goes between  save points, the greater the stakes.   Whether you can reuse a save point matters,  too. Unlimited save points, especially ones   where you can heal and restock, can act as  a base of operations, letting players brute   force grind for experience in an area without  risking much, using the save point as an anchor. The classic Resident Evil games tried to avoid  this problem by making saves a consumable item.   There are safe rooms scattered throughout where  you can take a breather, manage resources with the   storage box, and save your game. But only if you  have an ink ribbon. Saves themselves are a limited   resource, just like healing herbs and ammo. You  can’t just pop in and out of the safe room and   save whenever you want. You need to pace yourself  and press your luck a little, either now when you   know what you’re facing, or later if you run  out of ink ribbons and have to keep going until   you find another one. Resident Evil 4 dropped  the save system as a quality of life feature,   but the recent Resident Evil 2 remake brought it  back as part of the hardcore difficulty option   and would even take into account how many saves  you used to rank you at the end of the game. Man, all these hardware save types seem like a  pain to sort through. What if we could just get   the computer to do it for you? Like automatically.  Auto…. saves. Oh right, yeah, that exists.   Autosaving takes all of the work out  of saving, with one horrible cost. If you’re relying on an algorithm to save for you,   you need to make sure it can’t soft lock the game.  Soft locking involves creating any situation where   the game cannot let you continue. It might be  that the game locks you out of a room, or away   from an item you need to progress. It can also be  autosaving you into an unwinnable position, where   reloading a save puts you back into a place where  the enemies are too high-leveled and you can’t   catch up, or without enough ammo to take on the  next hoard without a way to get more, or in the   middle of getting ambushed in a way that you can’t  get away from. Soft locking in an auto-save-only   game can be devastating, in the worst case  making the entire save file completely useless. Layering autosaving on top of other  saving techniques and having recent backup   save files is practically a necessity to keep  from causing horrific soft lock scenarios. Cool, so those are the basic save  styles, but we can go deeper.   Some of the most creative uses of saves have  been when they get treated not just as a utility,   but as another game element. What if  saving is just another part of gameplay? Donkey Kong Country 2 would let you save,  but if you wanted to save in the same world   a second time, it’d cost you 2 banana coins. The  Japanese version of the game only cost 1 coin for   some reason. It’s not hard to collect two coins,  but it does create a fiddly little extra step   before saving. It’s, I guess, an attempt to make  collectibles feel more meaningful and less like an   anonymous checklist to complete for no rewards,  but this is still a half-baked idea. Luckily,   it’s pretty ignorable. The GBA port of the  game cut this out and let you save wherever. Steel Batallion used a save file as a long-term  pause rather than a checkpoint. Even with a saved   game, you were under constant threat of losing  it. If you died or ran out of money in-game,   your save would blow up alongside your mech.  The setup definitely made you value your life   in game more and made you more cautious, but it  did increase stress. It’s an interesting approach   for a game that wants to crank up the stakes,  and games with Ironman modes use the same idea,   and most Roguelikes are also built around the save  game as more of a pause than a life preserver. Shovel Knight found a way to use the  convenience of frequent checkpoints but   with a fun challenge baked in. Shovel Knight uses  these glass orbs as checkpoints, but you don’t   have to use them. If you don’t want to save,  you can break most of them for extra cash.   If you’re feeling confident, you can spice up  the game’s difficulty to your tolerance level   and progress even faster if you make it through.  But if you’re shaky, the same system lets you have   the convenience of modern save-happy design.  The game becomes more adaptable to different   players and play styles, helping make the  experience more fun for a wider group of people. Save your spot down in the comments where  we’ll talk about some save horror stories,   and any game you can think of that treats  saves in a unique way. Save systems are part   of the bedrock of game design, and thinking  through the decisions you make here can….   saaaaaaaaaaaaave a game. That was terrible, quick  load. Saves are important, do them good. Flawless. *chill vibes outro from Ico*
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Channel: Design Doc
Views: 138,168
Rating: undefined out of 5
Keywords: design doc, game design, desing doc, shovel knight, save games, passwords, save data, save points
Id: rzk5CESZMDQ
Channel Id: undefined
Length: 16min 17sec (977 seconds)
Published: Fri May 20 2022
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