The Saving Grace
Editorial by: Maverik
Saving your progress in video games has been a standard feature in most games for many years
now. It's getting hard to recall how games used to need you to start at the very beginning
and work your way through to the end in just one sitting, although there are a few modern titles
which still do. However, now that there are memory cards, battery backed cartridges and the like, not
to mention popular gaming on personal computers, the ability to save your game is all-but universal.
In this editorial, I'm going to discuss the differences saving has brought to games; the different
ways that contemporary games allow saving; and some other related matters. And with that exciting
introduction...
Obviously, in the days when saving was a rarity, the lack of saving had an impact, firstly, on the length of
the games which could be made. After all, if a game was going to take 20 hours to play through,
it could cause a few problems if you needed to do this all in one block. Necessarily, games had
to be short - certainly finishable within 2 hours or so. I remember owning a Sega Mega Drive (or
'Genesis', if you are of the American persuasion) back in the early 90's, and most of the
titles for the console could indeed be played through in one go within an afternoon. This
didn't have as great a negative impact on the longevity of the game as you might expect, however, since most were
designed with levels that had many paths through them, so you could play the same game through
three or four times and hardly ever have to go the same way twice.
However, clearly, a game with no saving has problems, not the least of which being that you
always have to start at level 1 whenever you turn on the console. Given that much of a game's
challenge and enjoyment starts to surface later on in the game, working your way through each time
to the fun parts can be pretty boring. Some games managed to address this and the game-length
issue through the use of password systems - after each level, you get a password which you can
enter at the title screen to instantly take you to the place you have reached. This system is
used in many non-battery-backed cartridge games of recent times, too.
The password idea is a good one, and does eliminate many of the problems raised by no saving, but
it does have concerns of its own. Obviously, it's a hassle needing to keep scribbling down a
code every time you finish a level, and it's all-too-easy to misplace your precious password
sheet, which usually happens after investing days in getting toward the end of a new title. But
there are other, less obvious issues too. To my mind, 'cheating' is the primary one - it's
pretty easy for some person who just wants to skip to the final level or boss to just get the
password from a friend, a magazine or the internet, and bypass all of the challenges and
'work' needed to earn passage to the end of the game. Of course, it's such a person's decision if
they want to do that, but ultimately it is also unfortunate if they do, since the temptation can
be hard to resist if you get stuck on an area and a password is in easy reach - and many people
who bypass parts of a game just don't know what they've missed out on in terms of satisfaction
and enjoyment.
Another mild concern I have with passwords is that they tend to take away the sense of a 'quest'
in many games. When you play a game through in a sitting, or when you save your progress in the modern
sense, you certainly get the feeling that you are going through the adventure as intended and
that you are completing your quest. If you plug in a password and come in halfway through, even
if you have completed the first half over the course of many hours, I find it hard to feel that
I am resuming the adventure as opposed to just starting a new one in a different place. Tied to
this is the problem that most password systems don't record much more than which level you have
reached: the number of lives you have and whatever powerups you have are usually standardised
when you restart with a password, negating whatever effort you went to in collecting these
things.
Saving your progress to memory card, cartridge or hard drive certainly addresses all of the concerns
I've raised so far. Games can be as long as they want to be, everything necessary can be recorded,
and you don't have to worry about remembering where you left your list of passwords. A perfect
solution? No, unfortunately it isn't, in many cases.
In terms of saving progress, it's clearly easiest on the PC, with the large size of hard drives
usually allowing for as many saves as you want to make. Most PC games let you save your progress
exactly where you want and precisely record your position, whether at the end of the level or
at any point midway through. I'm going to say it, though: I hate this!
The problem with being able to save whenever you want, wherever you want, completely screws up
a game's challenge. That doesn't mean that the game can't be challenging.
WarCraft 3, for instance, can be insanely hard on the toughest
difficulty setting. But the 'save anywhere, and save often' routine does the game
no favours, I feel, since it becomes all-but necessary in order to win the game that you save
every five minutes at least, then load up the last save the moment you come off worst in a
battle. I want to make it clear that the game does still require a lot of skill to
complete and is highly challenging, but it also requires you to have a saving mentality
where you must save often and load often. I don't see that this adds anything. Sure, it lets the
developers make obscenely difficult strategic challenges, since you can try and try and try again
to do each five minutes as well as is humanly possible, but since you can just load up your last
save whenever something goes less than perfectly, what's the punishment for doing badly? WarCraft 3's
levels would be impossible on Hard without the save system that is in place, but I for one don't
like this constant need to save and load, and find myself doing so all-too frequently, for fear
that I've lost too many units to complete the mission, when I may in fact have been able to win
had I been forced to go on with what I had left.
Worse still are games that not only have save-anywhere-save-everywhere systems, but where
the consequences of poor play go on for even longer than a single level.
Jedi Knight 2 is the most recent example that comes to mind.
In JK2, as in WC3, you can save anywhere you like. However, the problems mentioned above concerning
WarCraft all apply to JK2 as well: getting through the game on harder difficulty settings is
impossible without saving before every challenge, which requires you not only to be a skilled
combatant and athlete, but also forces you to save, load, save, load, save, load, and so on.
This isn't what a game should be about. It's worse than WC3, though, since at least in WarCraft
you can resist the temptation to load up your last save after making a mistake if it looks like
you're right at the end of the level. In Jedi Knight 2, though, if you finish a level with
little health and ammo, you have to start the next one with these handicaps! At no point in a
level, therefore, can you confidently push on after a major stuff-up - it's back to loading up
and trying again. I repeat, saving and loading is not why I play PC games. And woe
betide you if you forget to save for a while only to be hit by a sudden-death situation which
the designers threw in knowing that people could just load up and try again if they messed up.
This is one area where console games have the advantage. Often, the restrictions on saving
which limited save-space on memory cards imposes can have a huge positive impact on a game.
Since players can't save mid-level wherever they want, designers have to make levels that
are challenging, but not so unfairly-tough that a single mistake is always fatal. Instant death
situations are therefore rare, and in order to win, players must have the skill to survive a
level without recourse to constantly saving and trying again. The levels have to be easier /
fairer, but challenge is much greater and completion of a level is immensely more satisfying
when you have done the whole level at once, rather than piecemeal, having replayed each five
minutes several times.
I gave two examples of annoying PC save systems, so I'll end with two console games reviewed on
this site in which I thought the save system was done extremely well. One is the very-recent
TimeSplitters 2. TimeSplitters 2 is a shooter with ten levels
and an autosaving feature. What I liked about the single-player save system, though, was the
checkpoint save feature. Each of the levels (barring the last) contained one, and one only,
'checkpoint': a place in the level which, once passed through, saves your progress at that
point. Providing that you have completed all the objectives up to reaching the checkpoint,
passing through it will record your health, ammo and remaining time on any timer that you had
once hitting it. This is a terrific system, for several reasons. Firstly, it allows the developers
the freedom to make levels long enough to be interesting, while avoiding incredible frustration
should you die right before the end, since you don't have to go all the way back to the start.
Second, you are rewarded for doing the first half of the level well, in that whatever health and
ammo you had at the checkpoint will be saved and give you a better chance at doing the second.
Third, if things go downhill after hitting the checkpoint, you are given the choice of restarting
at the checkpoint or, if it looks like you didn't reach the checkpoint with enough health, you
can restart from the very beginning if you would prefer, allowing for maximum flexibility.
And finally, you are encouraged to press on even if you take a battering after the checkpoint,
since, with only one checkpoint per level, there's no danger of hitting another checkpoint and
erasing your first one. Altogether, a triumphant save system for a shooter, and one that would
have greatly benefitted games like Jedi Knight 2.
The other great save system I'd like to mention is Zelda: Majora's Mask
which appeared on the Nintendo 64 two years ago. The save system here is reasonably complicated,
but, aside from one potentially infuriating problem, works exceedingly well. The save system
is composed of two parts - a permanent save, and a temporary save. The game mechanics are that
your character gets 72 'hours' (minutes, in real time) before the world is due to end, but
you can go back in time to the start of the three days at any point you like. Going back in time
also activates the permanent save feature: any major items you have collected and any bosses you
have beaten will be saved, but any money, ammunition and puzzles you have completed will be
reset. What I really like about this set-up is that it makes the 72-minute time limit in which
to find an item or complete a level or quest really meaningful, giving some penalty for making
the save and restarting the timer, but keeping what's important. The temporary save is another
great idea: you get to save your game at certain locations in the gameworld, but you have to quit
the game after saving, and once you resume, the save is obliterated. This means that you can't
ever try something, then just load up again if it doesn't work, because there's no save to load
after you resume! Any catastrophic screw-up can only be remedied by going back to when you last
permanently saved. This dual save system really adds to the game, bringing challenge as well as
forcing you to play on after a mistake rather than neutering the challenge by letting you
keep retrying a tough area without a penalty. The only problem with the system comes if there's
a power cut or other mishap after you've spent 70 minutes clearing a level and were about to
make a permanent save...
I've given a couple of examples of good console save systems and bad PC ones, but this isn't to
say that all PC saving mechanisms are bad and all console ones good. They aren't. But I do think
that game developers really ought to think about what effect their save systems will have on the
games they are creating. Will a save-anywhere system really up the challenge by allowing some
really difficult tasks to be inserted into levels, or will it just result in constant trial and
error until something works? Will forcing players to do an entire level without saving require
constant concentration and skill, or will it make players overcautious and put too much pressure
on them? These questions ought to be asked by designers, and in many cases it's painfully clear
that they either haven't been, or have been answered wrongly. At the very least, I would like to
see far fewer of the games allowing constant saving, and other options investigated: perhaps only
allowing a save after a successfully completed objective, or just before or after a difficult
section of a level?
In summing up, the expansive and lengthy games of today really do need a save system of some
sort if they aren't to be cut back in scale or nigh-on impossible to complete, but that
doesn't mean that either completely-free or completely-restricted saving is the best option.
Each distinct game ought to have a well-planned and executed saving system, and developers ought
not to be afraid to try something new if they think it'll work for their concept. But as I said
in a previous editorial, just don't go too far...
Tangycheese's response:
There's nothing quite as annoying as having to do the same level again
and again everytime you play a game. Anyone who bought Lylat Wars
on the N64 will know exactly what I'm talking about. A game's save system is all-important,
because how, and when, you are able to save directly influencea the challenge of a game. Too much,
such as in JK2, and any puzzle can merely be continually repeated until it's done right. Too few,
and frustration will set in whenever you die, which will greatly detract from the game's playability.
TimeSplitters 2 is an excellent example of a save system well done. Strangely I have no
real difference in opinion with Mav on this one. There have been too many games which have
been nearly ruined by a dodgy save system in the past, and great care needs to be taken
to ensure this does not continue on future console and PC games.