The Save File Dilemma

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PissOffRoth

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Jun 29, 2010
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I've heard some RPG fans complaining in the past about the problems with save files in choice-based games. The biggest issue seems to be that no decisions that you make are final in a game where you can save before every conversation and reload if you don't like how things turn out. I have to agree because I'm also guilty of spamming the quicksave button. It's a horrible habit and is very tempting when you are trying to squeeze as many phat lootz out of the game as you can. Is this guy going to give me his plasma rifle if I try to approach him, or will he run off, forcing me to reload and blow his head off beforehand to get it?

This is a pretty serious problem for the genre because it really dampens the impact of your decisions when you always have the option of the re-do button. I believe I have a solution, however. Or at least a possible idea. Perhaps if a game forced players, for their first playthrough at least, to be restricted to one, autosave-only save file, that would fix the issue. The problem with this is the possibility of a glitch destroying an entire playthrough. Another problem would be other parts of the game, such as combat, causing an unplayable save file.

For example, I just made it out of a fight with low health, no medkits, and only pistol ammo left and then had to decide whether or not to execute the person I've been chasing. Immediately after I shoot him, the game saves my progress. Then I find that decision causing me to find myself at a challenging boss fight right after the cutscene. With a splinter of health and only my weakest weapon to fight with, I'm probably unable to beat this boss. Since the game auto-saved after the conversation I can't go back and play that first fight safer, conserve my rifle ammo, and scavenge for medkits.

Game devs have two solutions here: either make sure every challenge has the appropriate tools needed to overcome it waiting there at the doorstep, effectively destroying the game's entire appeal to challenge-seeking gamers. Or option two: the game auto-saves decisions made by the player, and that's it.

An example of this: I just made it out of a fight with low health, no medkits, and only pistol ammo left and then had to decide whether or not to execute the person I've been chasing. I shoot him and the game saves only that decision that I made. I get to the boss fight, can't win, and go to reload my save file. I play it safe in the gunfight, get to the execution dilemma, and the game plays back exactly what I did the last time, not giving me the option of changing my answer and sending me to the same boss fight. I get to continue my game without being able to change my decision.

This would solidify in-game decisions pertaining to the story while still allowing for freedom with other parts of gameplay, serving to create a much stronger experience.

Sorry for that wall of text, but it's becoming a more prevalent problem with the recent boom of moral choice in games and it really needs to be addressed if there's to be a more impacting generation of choice-based games.

Do you guys have any better ideas? Thoughts? Comments? Do you agree or am I just whistling dixie out my ass?
 

Signa

Noisy Lurker
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There is no need to punish a player for choosing to play a game different than the devs hoped. Let the players choose how they want to play, even if it means damaging the experience in playing the game.

While we are on the topic, what the hell is up with all these games that allow only one save slot like DNF and Metro 2033? Did they think that no one else would want to hop on my PC and give the game a whirl without destroying the main player's data?
 

Jedoro

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Jun 28, 2009
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I think it'd be better to just leave it to people to choose if they want to make the same decision, because any dev who tried your idea would get a shitstorm of rage for it. What if I just want to keep the choices I made in the first half of a game, then change the ones in the second half? I may not want to play the first half again, so shouldn't I be able to just keep a save at the point I'd like to start changing things?

It'd probably be better to give gamers the freedom to make the same decisions or new ones when they load saves, or devs might be seen as overly restrictive.
 

Zyst

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I get your point, but you do realize the only person they are cheating out of the experience is themselves right? And devs shouldn't really have to defend gamers from their own decisions.

I know what you mean, it's really tempting to rollback when a little something goes wrong, but just try to stick with your own choices, makes the game more challenging.
 

andreas3K

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Feb 6, 2010
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I don't ever like to be forced into anything in a game. If I feel like I've really fucked up a decision, I want to re-load my save. Especially if it's because the game made the decision unclear or the consequences unfair.

If you want to make your first decision the final one every time then you can just refrain from re-loading.
 

mjc0961

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Nov 30, 2009
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PissOffRoth said:
This is a pretty serious problem for the genre because it really dampens the impact of your decisions when you always have the option of the re-do button. I believe I have a solution, however. Or at least a possible idea. Perhaps if a game forced players, for their first playthrough at least, to be restricted to one, autosave-only save file, that would fix the issue.
Okay, this is absolutely ridiculous. You want to restrict the way other people play because you are too weak to resist using quicksave and quickload to get the optimal results in each NPC encounter? No. If you don't want to use the "redo" button, don't. And if you "can't resist" using it... Too bad. I don't want my games gimped in any capacity for any amount of time simply because you can't resist not hitting a few buttons.

You can already play the way you described just by having a little self control and/or as to your combat and then boss fight example, you can reload, fight smarter, and pick the exact same execution choice again. Don't ruin my game just because you won't.
 

orangeapples

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Some games implement having both multiple save files and the quicksave file. Keep it player's choice.
 

evilneko

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You're just whistlin dixie out your ass.

Aside from other obvious purposes I often save/reload to make sure the story goes according to what I want, or as close to it as possible anyway. Also quite often to go back and re-do things so I can screenshot them.
 

Magicman10893

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I know Fable 3 autosaves after any major moral choice/plot point so you can't for instance choose to be evil to see what the reward is and reload your save and be good if the reward is pitiful. I like being able to save before a conversation in case I fuck up and forget to mention a special thing or accidentally pick the wrong thing, or if I am concerned that my speech skills are low and I don't want to miss out on a potential reward. For instance, in Mass Effect 1 there is a situation where you can use high Charm/Intimidate to avoid a fight and change the outcome of a quest. I know that is possible and have done it before, but I can't remember what the requirements are.