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About
Hey. My name is Nik, and I love gaming. Been doing it since I can remember and probably even before that. I play lots of TF2, feel free (really!) to add me to Steam (the best thing since the SNES controller) and on twitter.
8Tracks profile: http://8tracks.com/niksg
Twitter: @Nik_SG http://www.twitter.com/nik_sg
You can also e-mail me at [nik.sga at gmail.com]

Now playing:
Team Fortress 2
Alan Wake
Might and Magic: Clash of Heroes
More Team Fortress 2
Marvel vs Capcom 3 (I suck, but it's my first fighting game, so yeah.)

All-time Favourites:
Super Mario World
Banjo-Kazooie
Diddy Kong Racing
Cool Spot
Taz in Escape from Mars
Super Mario RPG
Legend of Zelda: Ocarina of Time
Braid
TF2
Ico and Shadow of the Colossus
I could go on but I won't.
Player Profile
Xbox LIVE:Nik SG
Steam ID:Telephis
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NikSG
3:49 AM on 07.06.2011

Hey all, my name's Nik (or, Telephis on dtoid) and this is my first foray into the world of blogging. I know, I am ashamed enough without you berating me. Been a Destructoid reader and...commentor for quite a while now (love it here) but never really fleshed out my profile or explored other things such as the C-Blogs. This is my attempt to start fixing that! Enough of this intro, I now humbly present my first blog post, which is all about Saving and Save Files in games.



Autosaves are not so much a nuisance in PC gaming, where a quick hit of F6 will save when you want, but in consoles and certain restrictive pc games the game usually dictate when and where you do your saving. Sometimes this can be a brutally implemented system, with save points strewn out so thin you could be playing hours over and over again. I'm sure you have all played games where you have made hours of progress only to die from a cheap shot and having to repeat whole sections over. Even if saving is done automatically every 10 seconds, there is almost always the ver real possibility that it will save milliseconds before a death. In the original Red Faction, I remember getting all the way to the final bit of the game and being so excited to finish it, having thoroughly enjoyed it until that point. The point where, in my infinite wisdom, I had only one save file going and saved it at 5hp right before getting mowed down. I couldn't believe the game had actually let me do that to myself.

The trouble is having save points that are not too far apart to be frustrating, but not too close together to make the game super easy. Seeing a grenade being that has hurled at your feet roll menacingly towards you like the time bomb of death that it is supposed to be, does not provide much more of a reaction than "I'll run away! Damn, it got me. Better try again". Halo was the first game I felt was trying to do something different with saves, to fix these problems. It has save points at specific locations, not too far apart but pretty much at every major event or checkpoint. My revelation came about when I died right after a checkpoint. Loading...see enemy...dead. Loading, see enemy, dead. Loading...etc. I watched in horror as thought I would have to do the whole level over, when on the 5th or 6th load, I came back to...the previous checkpoint!



Shouldn't...have just....saved....!


It was outstanding. Even the previous checkpoint wasn't too far away, and this time I was careful to avoid the same grim fate. Before, when I saw a grenade, then 'Game Saved' pop up in the corner of the screen, that situation would be terrifying. Being stuck in an endless loop for hours, trying to find different angles to jump away so you retain a sliver of your health is not fun (for long). My problems were solved, it seemed, for now I could travel through time. I then got to thinking that I could recreate load-deaths on my own, and wondered what that effect would be like if I were the cause of death, instead of an enemy. I pulled out the scientific method and ran for the nearest cliff upon spawn, plummeting to my demise. After doing this several times immediately after rezzing, my hypothesis proved to be true - I time travelled back to the previous save...where I did the same thing. I never tested how far back I could go, but the knowledge came in handy as I played through the rest of the game. At a part where I need some rockets, but ditched the launcher a while back? Time travel. Out of ammo or took the wrong / harder route? Time travel. Bored? Time travel. Backtracking autosaves solve problems and are fun in themselves, if you find things like that fun, which I clearly do because I am weird like that.

Still, choosing your own savepoint on your own terms (and having multiple slots!) is my preference. Valve games come to mind in this respect, having their own invisible autosave checkpoints in case you are afraid of your F keys while retaining the ability to save and load anywhere. However, this approach certainly does have drawbacks. It can make things way too easy, for one. I feel this way whenever I save ROM states - I can just rewind time and try that missed jump until I make it. No real threat or challenge is presented when every mistake can be corrected with no real consequence. Death is the real motivator in most games, not because death is scary, but because it wastes time. Time spent looking at a death screen, loading the gamestate back up, getting to the point of death from a checkpoint a couple of minutes away. Take that time away, the player is no longer afraid to die, and something of value is lost, namely pressure. Braid did something new with this, focusing on time lost instead of death as a punishment, but that is a whole other discussion.



Not enough save slots when you are super paranoid about the consequences of your nested decisions.


Until single player games do something like MMO's, where you really can't go back, a choice is a choice, the current save systems don't led themselves to true panic when there are bullets flying at your face. A lot of interest has been around 'permanent death' runs, which I find most intriguing, where the player is on the honour system and if they die in the game, they have to die in real life. Joshin', they just have to delete all their saves and start from scratch. It is an interesting concept, actually being pretty logical. If it weren't for mario cementing the concept of extra lives into all videogames ever, it might even be the norm. Well, probably not, but maybe included as an official option in some. Having more dire consequences for death other than going back a save is quite literally a game-changer: being more cautious and conservative in situations where you might normally just run in or make decisions without really thinking. This can reach frustrating levels, of course, on par with save points being hours apart, but at least with perma-death runs, it could be a choice rather than poor design. Consequences for death should be factored in when choosing Easy, Medium, Hard from the difficulty menu, which is something I will write about in my next entry.

Thanks for reading!
-telephis (@nik_SG)



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Legacy Comments (will be imported soon)


Nice blog, you're off to a good start.

With saves, there's always gotta be some balance between challenge, frustration and allowing a gamer to play the way they want to play. What works for some people wont work or be as much fun for others. The single save for the first Dead Rising comes to mind for where this can be less than ideal.

Like you, i can see the potential of having permanent death and risking all of your progress while playing but i think so far it works best when you can choose to do this on your own terms and its not forced on you. Otherwise it can be far too easy to frustrate the majority of players and risk them missing out on the game altogether. For example i think Dead Space 2 had permanent death enabled on the extreme difficulty and also provided a really cool reward if you completed it which could also be carried over to the rest of the game.

One really interesting sample where its possible to completely remove all of your save games and progress as part of the game was a japanese action RPG published last year called Nier. I vaguely remember a front page blog discussing this as well from a while back, but i only just recently finished it so its fresh in my mind. In the game there are optional endings, and one of the last possible of these results in the entirety of your progress being wiped (except for achievements/trophies) effectively forcing you to start over if you want to keep playing. This choice is entirely appropriate in the context of the story and even helps provide a personal attachment to what is going on in the story. Not only will the characters in game be sacrificing their experiences but in a way you will be as well. Its the only time a game has ever offered me the option to do such a thing and it truly boggles the mind when considering just how much more creative the possibilities of save states and 'death' could truly be.

All just food for thought.
In my PC days, I was OBSESSED with quick-saving, so much so that I was often more worried about finding full health/armor so I could save my game again than I was about having fun and playing the game. (Can't save with anything less than 100%, after all!)

Checkpoints, while annoying at times, have actually made games more fun for me, since they allow me to focus on the game itself rather than just getting through the next fight so I could save again.

Nice blog!
Thanks for the comments / encouragement! I never knew that about Nier, that kind of thing is exactly what I find most interesting - saving and game files used in interesting and direct ways, as part of the experience rather than just a mechanic. I meant to mention the Ink Ribbons from Resident Evil, having a set amount in the whole game effectively limiting the amount of saves a player could make in an entire playthrough. Also, Mr Andy Dixon, I definitely know that feeling! Beat the boss, but at 95hp? I can do better....F9

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