Game Design: Save Systems

Robsavillo
Thursday, October 01, 2009

Editor's note: I've never been much of a PC gamer, so I don't have quite as much love for the save-anywhere system as Rob. That said, the criticism that's being levied upon Halo 3: ODST shows that consoles' save systems often leave a lot to be desired. Also, Dead Rising has the worst save system in the history of the world. It's true. - Aaron


The ability to save progress in a video game has come a long way for consoles. In the PC realm, we’re pretty much had the most flexible save game system since the beginning -- save anywhere, anytime, with virtually no limit on the number of saves allowed (referred to as “save-anywhere” onward.)

But, due to memory limitations, consoles have been forced to make use of unwieldy save systems like ridiculous passwords, internal batteries, and a very limited number of save slots (usually three). The introduction of memory cards was a step up and gave console players more flexibility for saving games but with the added annoyance of frequent card swapping for anyone with an average-sized game library.

For consoles, the PlayStation 3 is probably the most forward-looking solution for memory management by doing two things right -- making the hard drive a standard feature in all models and allowing owners to upgrade memory easily and cheaply by using standard drives.

Furthermore, I've noticed that many PS3 games use a centralized saving system tied to the console rather than the game. This lets players to generate as many save files as their current memory capacity will allow. This is really no different than the way that PC games have been doing things for decades.

So I was surprised to find that while consoles are moving things forward in the memory department, some newer games are still hopelessly behind the times.

 

I first noticed this with Assassin’s Creed. The game only allows one save slot per account on the console. What the hell is that about? I have to create a whole new console account for every person in the household who wants to play the game? What nonsense.

I realize that this likely has to do with achievements and trophies, but you know what? Some of us just don’t care. All we want is the ability to management multiple save games without logging out.

I’m also not keen on the checkpoint system, either; a lot of games make use of checkpoints, like the aforementioned Assassin’s Creed and Resident Evil 5.

The problem with games that make use of checkpoints is that more often than not, the game relies solely on checkpoints as the save system. I’m perfectly fine with checkpoints in addition to the save-anywhere system, but checkpoints alone can be a real pain in the ass.

I like to play late at night, as this is usually when I have the largest block of uninterrupted free time to myself. Dragging on a playing session past two-or-three in the morning -- not because I was overly engrossed in the game but because I was trying to finish a section in order to trigger a checkpoint save -- just plain sucks.


I'm so... sleepy... curse you Capcom for forcing me to find a checkpoint!

At least Capcom dumped the typewriter save system with Resident Evil 5, which was as archaic as the location-based save system still used in Final Fantasy games, all the way up to the twelfth entry in the series.

Why do some developers insist on these types of completely inconvenient save systems despite the fact that consoles have finally caught up to PCs with memory and file management? Is there an argument to be made in favor of a more restrictive save system?

Perhaps. The original Alien vs. Predator PC game initially shipped without the traditional save-anywhere system and only saved the game at the end of each level. The backlash was so great that Rebellion issued a patch introducing save-anywhere. But there was something of value there, evidenced in Monolith’s inclusion of a “Hardcore” mode -- which disallowed mid-mission saves -- in the sequel.

Both the Alien vs. Predator games put heavy emphasis on creating a horrifying atmosphere. By being forced to play through an entire level without dying once, players were sucked into the terrorizing experience with tension-filled play sessions.

Another strike against save-anywhere is the ease of abuse that comes with such a system. Many PC first-person shooters use save-anywhere, and some players will religiously press the quick save key every few steps, thus guarantying a penalty-free play-through.

In X-COM: UFO Defense, some players would save their game during tactical missions after every turn, or even after every action, which would allow them to undo any mistake or prevent the death of any soldier.

While I recognize the concerns of the latter and the potential benefits of the former, at the heart of each of these is contempt for the player. In a single-player game, why care about how someone will choose to play?

If some people want to be able to save every solider from death in X-COM, so be it. If some players want to quick save after every enemy encounter, I say let them. Why? Because I want the ability to save my progress and stop playing the game whenever I choose, as well as the ability to decide how difficult I want to make the game on myself.

save point
Finally!

That’s what makes the save-anywhere system perfect -- it puts control over the experience in the player’s hands. If I want to attempt completing a level without dying once, I can set my own personal limitations (or if I haven’t the willpower, I can make the decision to let the developers set save rules by opting to play in a “Hardcore” mode.)

And with save-anywhere, I will no longer be forced to stay up late, hunting for a checkpoint or a save location. I can finish a play session when I decide the game is over.

By and large, PC games understand this and have almost always provided a save-anywhere system. Console games have just gotten access to the memory required to support a save-anywhere system during this generation, but so many newer titles still use restrictive save systems. What gives?

 
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Comments (20)
Me_and_luke
September 30, 2009
Good article, Rob. I was actually considering to an article on game saving myself, but you pretty much nailed what I would have said. [quote]And with save-anywhere, I will no longer be forced to stay up late, hunting for a checkpoint or a save location. I can finish a play session when I decide the game is over.[/quote] This, right here, is the most important reason to abolish save stations. I feel like it takes me twice as long as it should to beat games that use save stations, because when I get to one, I have to stop and consider if I'm going to have roughly X amount of time before I arrive at the next save station. More often than not, I end it up calling it quits for the day much sooner than I normally would. I can see how it might be somewhat cheap to be able to save after every footstep you take (something I found myself doing while beating BioShock on hard), but compared to the former option, it makes the most sense. Interestingly, I beat BioShock in about four 5-hour sessions, in stark contrast to the roughly fifteen 1-hour sessions it took me to beat Metroid Prime 3.
Brett_new_profile
September 30, 2009
With my schedule more packed than it was back in the day, I absolutely appreciate being able to save at any time. There's no reason for a game not to have that option in 2009. I don't buy the "atmosphere" excuse.
Lance_darnell
September 30, 2009
I remember the "old" days when I would have to leave a console on overnight due to a horrible lack of save points. The PSP gets this right, for even with games like FFVII I can just turn off the system and its saves the game wherever I am. Great Topic!
Default_picture
September 30, 2009
The PS3's allowing to be saved to HDD as just standard-format files is indeed a fantastic feature, however it's also marred by one of the most annoying "features" of this generation - saves which are locked to a specific console instead of HDD or PSN account. Spent 100 hours unlocking everything in Street Fighter IV, then have your system break down and need to be replaced? Goodbye to the save file. This is especially annoying when you consider that the ability to back up your saves to a standard USB harddrive/flashdrive/SD card/MemoryStick is one of its best innovations.
Default_picture
October 01, 2009
I just paused my Nintendo and turned off the TV or watched regular TV when I wanted to stop playing but didn't want to lose my progress.
Default_picture
October 01, 2009
I would prefer something along the lines of a hybrid with sleep mode like the PSP has and save stations. This would allow you to stop playing whenever you wish, but also keep the game challening by not letting reload every time you get shot/killed.
Dcswirlonly_bigger
October 01, 2009
The reasoning mentioned in the first comment is exactly why I'm in favor of a save-anywhere function or something like it. If I'm called away or otherwise need to stop playing, I want to be able to stop now. Not in five minutes, [i]now[/i]. Unfortunately, this isn't the opinion of every gaming culture. Location-based save systems are mostly prevalent in Japanese games, and that's because of how the Japanese look at gaming. Japanese developers like to design their games as their own linear roller coasters to take players through. They see saving not as a common convenience like PC developers, but as a component of that roller coaster, as a part of the game's difficulty. Some of these guys, and a lot of the people who play their games, can't even make the mental separation between saving and fully healing, so they see "save anywhere" as no different than a proverbial invincibility cheat. I think that if you can't get that mentality out of the heads of a lot of gamers, a good-enough compromise is possible. A lot of portable RPGs, like all the portable Final Fantasy games, use a temporary save-anywhere system that let's you stop the game whenever you want but doesn't break the game. You choose to quick-save anywhere which kicks you to the title screen, and that quick save is deleted upon loading. You get the full convenience but the difficulty doesn't change. It would be great if every game at least incorporated this system, or of a platform had it built-in. One of the more interesting examples of a save-anywhere system is in the Fire Emblem games. These are turn-based strategy games that auto-save upon every decision you make. On the one end no matter what happens, even if your machine loses power, you lose absolutely no progress. On the other hand, this actually adds tension to the game since you can't pedal back on anything without completely restarting a mission.
Default_picture
October 01, 2009
One of the more bizarre saving systems I've encountered lately is from [b]Banjo Kazooie: Nuts & Bolts[/b]. The game seems to revel in utter glee at the fact that it auto-saves every one to two minutes, even if you aren't doing anything. Go talk to a citizen, it saves, and then you buy a blueprint, it saves. Enter the Nutty Acres world, it saves. Move two inches, it saves. Saving is nice, especially when you don't have to do anything, but this comes across as excessive and not needed.
Default_picture
October 01, 2009
I think the best save system appears in shooters like Call of Duty 4, where there are frequent checkpoints in bite-sized intervals of a level. It auto-saves at the checkpoints and seems like the most convenient save system I've used, and it retained the epic feel to it, instead of save-anywhere-no-problem style systems. The restrictions in JRPGs like Final Fantasy probably still use the traditional location save system because the message coming from the Western side of the world doesn't carry across to the Japanese developers. It also doesn't help that most Japanese game consumers still enjoy that style of saving, so it stays, and devs assume that everyone likes it as well. You can't really satisfy [i]everyone[/i]. I personally like the Final Fantasy save system because they are usually conveniently placed before a boss fight, or similar situations. At this day and age, we're at a wall where we can no longer innovate in the style of saving. We have grown from no save systems, to passwords, to the present day with a variety of saving systems that are implemented in a vast amount of games. Right now, it's not about fixing the save system, I believe that it's all about choosing the suitable save mechanics to fit the game.
Robsavillo
October 01, 2009
Kai, I don't believe save files are locked to the console on the PS3 -- using the backup feature moves all files, saves included (even for games which the developer has disabled the copy feature), to a new hard drive. I did so myself when I switched out my 60 GB drive for a 500 GB drive.
Default_picture
October 01, 2009
I can totally understand the sentiment here, and in most cases I agree. BUT there will always be this part of me that is a huge proponent of pride when it comes to beating a game on a hard difficulty the way it was meant to be played. For instance: [quote]I can see how it might be somewhat cheap to be able to save after every footstep you take (something I found myself doing while beating BioShock on hard)[/quote] Now this is all well and good, but really, where lies the difficulty if you can retrace your steps every x seconds? Beating Bioshock on hard becomes as fundamental as learning from your mistakes, which as a race I think we nailed down a long time ago. Somebody who has beat Bioshock on hard using the step+save method likely had a much easier time than someone who chose to be more conservative with their saves (not to diminish your achievement Bryan, sorry for picking you out). I think the solution here is to make checkpoints more frequent. I completely agree that playing until the wee hours of the night just so you can find a damn checkpoint is an awful experience, but if checkpoints were a mere 3-4 minutes apart, would it be a big deal anymore? Somebody mentioned CoD earlier and I agree that the newer iterations do it well. Ask anyone who has played it - beating that game on Veteran is damn hard. Yet the frustrations of a save system aren't really there - the checkpoints are all very fair and plentiful in number. If you die, you have at most 5 minutes to play through again. In other words, death still has a punishment and the difficulty is retained, but [most of] the frustration with saving is gone. To reiterate, I think your argument certainly has some merit but I simply don't think save-anywhere is a system that works for every game. The Fire Emblem games would be completely sour if you could re-do the eternal death of one of your teammates, for instance. In my case (a stubborn gamer who still emphasizes the difficulty of videogames), there are definitely times I prefer a rigid save system. Like Kevin says above, though, you can't satisfy everyone.
Default_picture
October 01, 2009
Personally, I agree with the "fit the game" comment. Likely not that easy though. I'd say the Splinter Cell games Pandora Tomorrow & Chaos Theory both demonstrate, at least to my mind, the promise and problems with either side of the discussion. PT-Saves in between levels & the occasional checkpoint in case you die. But you can't restart the game from them. Overall VERY brutal given the series trial & error M.O. But to be (un)fair, it definitely helps keep the tension up. CT-Auto saves all over the friggin' place. AND save anywhere! Overall VERY conveient. But then you start to wonder what the point of being careful is. After all, if you aren't really risking anything (i.e.-your time.), then there's no reason to waste it enjoying the carefully crafted game of tag the developers seem to have crafted. So just blow through and move on to something else. There simply can't be any "one size fits all" save system, because none of them do! What works for one person/game might not for another. In the end, like it or not, "atmosphere" is what its always gonna come down to.
Default_picture
October 01, 2009
[quote]I don't believe save files are locked to the console on the PS3 -- using the backup feature moves all files, saves included (even for games which the developer has disabled the copy feature), to a new hard drive. I did so myself when I switched out my 60 GB drive for a 500 GB drive.[/quote] The saves can be backed up using the system backup feature, but that backup can only be restored on the system it was created on. If the PS3 itself dies (and not just the hard drive), the backup won't do you any good.
Default_picture
October 01, 2009
I'm not entirely sure how anyone can argue against a save-anywhere feature. If you think it makes the game too easy, you have the option to not save every 10 seconds, so what's the problem? Why does it matter if other people [i]want[/i] to save every 10 seconds, so long as you don't have to?
Robsavillo
October 02, 2009
Kai, I had no idea. I've never tried to restore a backup to a different console; I just always assumed it would work fine. I see that consoles haven't come as far as I'd thought... I agree with Paul, too. No one is forcing you to abuse the save-anywhere feature, and there's no reason to be concerned with how other people are playing a single-player game. I do like the quick-save-and-quit feature that some of you have mentioned. Deleting the quick save upon loading is a perfect way to maintain difficulty while also providing the convenience of being able to stop playing whenever you want.
Default_picture
October 01, 2009
Why do people always tend to equip the strongest gear in RPG's? Even when it breaks the game. Its the same question really. Call it "willpower". If the option to partially neuter some of a game's difficulty exists within the game itself, there really isn't any reason not to use it. It's not really a matter of difficulty, just practicality. If the shortcut doesn't exist, then there's nothing to complain about. Your playing the game the developers probably intended. Not all games are meant to be sandbox style, you know?
Default_picture
October 02, 2009
The problem with save systems is that they have to fulfill two very distinct functions -- letting you carry your progress from one gaming session to the next and giving you somewhere to reset to when you die during a session. The needs of these two functions pull in opposite directions. Convenience demands the ability to save anywhere, since our lives are busy and there shouldn't be a penalty for quitting when something comes up. On the other hand, quicksaving every few steps guts the game's tension and turns it into a consequence-free exercise in trial and error. The solution, as others have already mentioned, is to implement separate systems to fulfill these needs. Every game, without exception, should allow you to suspend your progress and resume right where you left off. The game just needs to delete the save upon loading to prevent abuse. Most, though not all, games also benefit from some sort of failure consequence other than the couple of seconds it takes to quickload. This can be in the form of checkpoint/location-based permanent saves, only allowing saves between missions, respawning with stat/exp. penalties (as in MMOs), the story continuing with another character (Heavy Rain), or just strict permanent death, start over with a new character (roguelikes). [quote]I'm not entirely sure how anyone can argue against a save-anywhere feature. If you think it makes the game too easy, you have the option to not save every 10 seconds, so what's the problem? Why does it matter if other people want to save every 10 seconds, so long as you don't have to?[/quote] I'm not entirely sure how anyone can argue against a starting weapon with infinite ammo that instantly kills every enemy in the level. If you think it makes the game too easy, you have the option to use a different weapon, so what's the problem? It shouldn't be the player's job to purposefully handicap themselves to improve the game experience. The developer should arrange the game elements and systems in such a way as to provide a fun, engaging, and challenging experience, and that includes placing appropriate limitations on what the player can and can't do.
Robsavillo
October 02, 2009
[quote]I'm not entirely sure how anyone can argue against a starting weapon with infinite ammo that instantly kills every enemy in the level.[/quote] Come on, Gareth. That's not even remotely analogous.
Default_picture
October 02, 2009
It's obviously an extremely exaggerated example, but the principle is the same. If you can instantly undo every mistake, there's no incentive for observing the environment, playing cautiously, and making smart decisions. It undoes the tension of the game in the same way (though to a lesser extent) that playing in god mode would. In either case, you're progressing through the story, seeing the environments, seeing the enemies, etc., but facing much less of a challenge. In general, when given options, players will take the path of least resistance, choosing whatever is most efficient or powerful even if a different way might lead to a more enjoyable gaming experience. They can't be expected to have enough perspective on how the game will play to figure out what restrictions they should place on themselves to make it more fun. And expecting them to have the willpower to stick with it when a much easier method is just a keypress away is also generally unrealistic. The designer should be responsible for determining what sort of saving mechanism will lead to the most fun overall experience in the long term. In the roguelike community, this is a fairly commonly discussed issue. There, the games are designed never to allow loading a save to undo mistakes (though you can suspend your progress between sessions). If you die, you start the entire game over with a new character, with everything completely randomized. Those who accept this limitation learn from their mistakes and find the games difficult but endlessly rewarding, and enjoyable to play for (in some cases) decades. There are also players who subvert this intended design, and find ways to manually make copies of the saves and move files around outside of the game to preserve their progress. This is called savescumming, and those who do it blow through the game, undoing all their deaths, and wind up finding it unsatisfying, soon giving up on the genre. For many games, the lows that come with a significant penalty for failure make the highs of eventual victory that much sweeter, as well as encouraging a more interesting and enjoyable playstyle. I'm not saying save-anywhere systems are categorically wrong for every game. But for many games, they do diminish the overall experience, and should either be omitted entirely or included only as a clearly-labeled "cheat" option.
Default_picture
October 03, 2009
All I want to know is where that last picture came from and why that person is sleeping with all those lights on.

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