0:00:02.710,0:00:07.880 In the manual for Elder Scrolls 2: Daggerfall,[br]Bethesda left a message encouraging players 0:00:07.880,0:00:11.230 to avoid the “replay the save game” strategy. 0:00:11.230,0:00:16.930 They said, “most computer gamers use the[br]save game to maximise their playing ability. 0:00:16.930,0:00:20.960 Anytime something goes wrong, they return[br]to a saved game and replay it until they get 0:00:20.960,0:00:22.030 it right. 0:00:22.030,0:00:26.099 The final history of their game looks like[br]an endless streak of lucky breaks and perfect 0:00:26.099,0:00:27.099 choices. 0:00:27.099,0:00:29.890 [But] role-playing is not about playing the[br]perfect game. 0:00:29.890,0:00:32.890 It is about building a character and creating[br]a story. 0:00:32.890,0:00:37.230 In fact, you will never see some of the most[br]interesting aspects of the game unless you 0:00:37.230,0:00:39.469 play through your mistakes. 0:00:39.469,0:00:43.899 If your character dies, by all means return[br]to your last saved game and replay it. 0:00:43.899,0:00:49.030 However, if your character is caught pickpocketing,[br]if a quest goes wrong, or some other mundane 0:00:49.030,0:00:51.719 mishap occurs, let it play out. 0:00:51.719,0:00:55.269 You may be surprised by what happens next”. 0:00:55.269,0:01:00.190 This is a noble stand against “save scumming”,[br]which is the art of returning to an old save 0:01:00.190,0:01:05.340 file the second you get spotted in a stealth[br]game, or lose a beloved team member in an 0:01:05.340,0:01:09.460 RPG, or get a bad roll in a game with random[br]numbers. 0:01:09.460,0:01:13.881 And it’s sorely tempting to simply undo[br]your mistakes or reset an unlucky event, but 0:01:13.881,0:01:19.210 - as Bethesda says - if you do that, you might[br]just miss some of the best anecdotal stories 0:01:19.210,0:01:20.659 the game has to offer. 0:01:20.659,0:01:25.050 You know, like coming “this close” to[br]dying, but turning it around and winning anyway. 0:01:25.050,0:01:28.950 Or killing a panicked guard, seconds before[br]they can raise the alarm. 0:01:28.950,0:01:32.759 Or an exciting extraction when your stealthy[br]plan starts to go hideously wrong. 0:01:32.759,0:01:37.299 Or having to sadly move on through the story,[br]while bearing the loss of your favourite party 0:01:37.299,0:01:38.299 member. 0:01:38.299,0:01:40.119 And so it’s a lovely sentiment. 0:01:40.119,0:01:45.200 But, ultimately, there’s no point putting[br]this sort of thing in the manual. 0:01:45.200,0:01:49.119 If you’ve got an intention for how players[br]should experience the game, you’ve got to 0:01:49.119,0:01:51.570 build it into the game itself. 0:01:51.570,0:01:55.420 So how can we make games where players don’t[br]want to return to a quick save at the first 0:01:55.420,0:01:57.060 point of adversity? 0:01:57.060,0:02:01.909 Games where you are, in fact, encouraged to[br]play on past mistakes, failures, and setbacks 0:02:01.909,0:02:06.439 - and potentially see some of the most interesting[br]aspects of the game? 0:02:06.439,0:02:12.420 Well, for some games, the strategy is to make[br]sure that setbacks are tolerable - and not 0:02:12.420,0:02:16.890 so critically damaging that you’re better[br]off just returning to a previous save point. 0:02:16.890,0:02:20.620 One way to do this is to give the game a really[br]wide “failure spectrum”. 0:02:20.620,0:02:26.220 That’s a term dreamt up by Tom Francis - creator[br]of Gunpoint and Heat Signature - and it describes 0:02:26.220,0:02:29.860 the range of states between perfect success[br]and total failure. 0:02:29.860,0:02:34.640 Think of a game like XCOM, where you can successfully[br]finish a mission with all your team members 0:02:34.640,0:02:39.560 alive, or botch your objective and leave with[br]two injured units, or come home without a 0:02:39.560,0:02:41.430 single living soldier. 0:02:41.430,0:02:47.400 Pretty much every game has a failure spectrum,[br]but some have a much more generous one, than others. 0:02:47.400,0:02:52.400 For an example, Tom points to the stealthy[br]open worlder Metal Gear Solid V, which has 0:02:52.400,0:02:57.650 a huge range of states between being a sneaky[br]snake and a, uh, dead snake. 0:02:57.650,0:03:01.300 So, if a guard sees you, he won’t immediately[br]start firing. 0:03:01.300,0:03:04.320 He’ll just come in to investigate more closely. 0:03:04.320,0:03:08.660 If you do get spotted, you enter into this[br]slow-mo reflex mode, to give you a chance 0:03:08.660,0:03:11.250 to headshot the guard in question. 0:03:11.250,0:03:14.910 Screw that up, and the guard will need to[br]manually call up his buddies for support, 0:03:14.910,0:03:16.770 giving you a chance to stop him. 0:03:16.770,0:03:20.400 And even after all that, Snake can still escape[br]and return to hiding. 0:03:20.400,0:03:21.980 Or enter combat. 0:03:21.980,0:03:26.350 Or even call in an helicopter and just take[br]the whole “espionage” bit of the MGS slogan 0:03:26.350,0:03:28.160 and dropkick it into the ocean. 0:03:28.160,0:03:31.840 You’ll only die if you manage to screw all[br]of that up. 0:03:31.840,0:03:36.560 So this is a huge failure spectrum, with all[br]sorts of states between completing the mission 0:03:36.560,0:03:39.800 without ever being seen, and bleeding out[br]on the battlefield. 0:03:39.800,0:03:44.160 And that means that mishaps aren’t so punishing[br]that you might as well reload - they just 0:03:44.160,0:03:46.560 shove you a little further down the spectrum. 0:03:46.560,0:03:51.560 But the thing about a failure spectrum is[br]that, in a lot of cases, it’s reversible. 0:03:51.560,0:03:56.510 And if you play well you can actually turn[br]things around and crawl back towards the successful 0:03:56.510,0:03:57.520 end of things. 0:03:57.520,0:04:00.610 That’s a big part of Far Cry 2. 0:04:00.610,0:04:05.100 This is another game with a generous failure[br]spectrum, thanks to its big health bar, loads 0:04:05.100,0:04:09.270 of healing syringes, and the buddy system[br]- where you can get one extra chance to keep 0:04:09.270,0:04:10.630 playing, after your death. 0:04:10.630,0:04:13.720 And it’s also a game where you’re constantly[br]facing setbacks. 0:04:13.720,0:04:16.840 You might find your guns jamming in the middle[br]of battle. 0:04:16.840,0:04:20.960 Or find yourself suffering from a Malaria[br]attack while sneaking past an outpost. 0:04:20.960,0:04:24.740 Or have your car break down, just as you’re[br]making a getaway. 0:04:24.750,0:04:28.009 But these setbacks serve a really important[br]purpose. 0:04:28.009,0:04:33.650 You see, in a 2009 GDC talk, designer Clint[br]Hocking explained that, originally, he wanted 0:04:33.650,0:04:38.319 Far Cry 2 to be all about intentionality,[br]which is achieved by having the game split 0:04:38.319,0:04:39.639 between two phases. 0:04:39.639,0:04:44.030 There’s a planning stage, where you survey[br]the scene, look for items of interest, watch 0:04:44.030,0:04:47.280 guard patrol patterns, and plan your escape[br]route. 0:04:47.280,0:04:51.560 And then an execution stage, where you actually[br]carry out your plan. 0:04:51.560,0:04:54.849 But the creators decided that they didn’t[br]want you to either have your plan totally 0:04:54.849,0:04:56.460 work, or totally fail. 0:04:56.460,0:05:00.919 Instead, they wanted you to suffer small setbacks[br]that would cause you to bounce out of the 0:05:00.919,0:05:04.360 execution stage and back to the planning phase. 0:05:04.360,0:05:06.969 Clint describes this type of gameplay as improvisational. 0:05:06.969,0:05:12.840 It’s this idea of constantly moving between[br]planning and execution - but within a single, 0:05:12.840,0:05:14.180 continuous playthrough. 0:05:14.180,0:05:18.430 And so that’s another benefit of making[br]people play through mistakes and bad luck. 0:05:18.430,0:05:22.800 Because suffering adversity causes you to[br]change your goals in an exciting, dynamic 0:05:22.800,0:05:25.800 way - so you can claw your way back to victory. 0:05:25.800,0:05:29.419 Like in a shooter - if you take a lot of damage[br]you’re forced to change your focus away 0:05:29.420,0:05:33.820 from combat - and towards getting into cover,[br]finding health packs, or maybe even crafting 0:05:33.820,0:05:34.820 a medkit. 0:05:34.840,0:05:38.660 And in a stealth game, getting spotted means[br]you’re forced to run away and get back into 0:05:38.660,0:05:43.600 cover, or just give up on sneaking around[br]and deal with your enemies in the old fashioned way. 0:05:43.600,0:05:48.199 And this only works if players don’t reload[br]their save game the second they get thrown 0:05:48.199,0:05:49.289 off course. 0:05:49.289,0:05:53.789 So to reduce the chance of this happening,[br]Clint made sure these setbacks were small, 0:05:53.789,0:05:55.950 unpredictable, and recoverable. 0:05:55.950,0:05:59.889 Things like Malaria attacks and jamming guns[br]might wreck your plans but they’re far too 0:05:59.889,0:06:05.120 tiny to warrant a reload, they’re easy enough[br]to turn around, and are often completely unpredictable 0:06:05.120,0:06:06.360 when they’re about to occur. 0:06:06.360,0:06:10.659 “It is exactly because the loss is small[br]and unpredictable that players don’t attempt 0:06:10.659,0:06:14.430 to reload the game to escape it,” says Clint. 0:06:14.430,0:06:20.009 Now all of this falls apart if the player[br]is rewarded for perfect play, or punished 0:06:20.009,0:06:21.969 for making mistakes. 0:06:21.969,0:06:25.740 Meaningless ranks and achievements for never[br]getting spotted in a stealth game are fine. 0:06:25.740,0:06:28.440 They’re aspirational rewards for highly[br]skilled players. 0:06:28.440,0:06:32.550 But if making mistakes will cause the rest[br]of the game to be significantly harder, then 0:06:32.550,0:06:37.300 it’s no surprise that a player will reload[br]to a previous save game the second they screw up. 0:06:37.300,0:06:42.080 Back to XCOM: losing soldiers and suffering[br]casualties means you’ve now got to recruit 0:06:42.080,0:06:47.139 feeble rookies, making you less likely to[br]succeed at future missions - creating a nasty 0:06:47.139,0:06:49.689 positive feedback loop of death and failure. 0:06:49.689,0:06:55.080 No wonder, then, that some gamers will resort[br]to save scumming to keep their favourite soldiers alive. 0:06:55.080,0:06:56.860 It’s just too harsh, otherwise. 0:06:56.870,0:07:02.009 Perhaps a better approach is to try and make[br]failure as interesting as success. 0:07:02.009,0:07:06.099 Look to the Shadow of Mordor games, where[br]getting killed by an Ork captain means that 0:07:06.099,0:07:08.939 they’ll remember you and bring up your history[br]in a later encounter. 0:07:08.939,0:07:14.069 So if there’s no tactical benefit for perfect[br]play, and there are meaningful outcomes for 0:07:14.069,0:07:18.490 imperfect play, then gamers will naturally[br]want to roll on past their mistakes and let 0:07:18.490,0:07:21.330 events play out naturally. 0:07:21.330,0:07:25.960 Of course, one easy way to fix all of this[br]is to simply remove the ability to reload 0:07:25.960,0:07:27.520 a previous save file. 0:07:27.520,0:07:32.270 In Darkest Dungeon, the game is always saving[br]over the top of your file, making it near 0:07:32.270,0:07:34.669 impossible to rewind your mistakes. 0:07:34.669,0:07:37.190 Developer Redhook Studios did this for two[br]reasons. 0:07:37.190,0:07:42.729 For one, they wanted players to have to live[br]with bad decisions, and truly awful dice rolls. 0:07:42.729,0:07:46.349 This is a game where rotten things happen,[br]and you’ve got to deal with them. 0:07:46.349,0:07:50.789 And also because they wanted players to really[br]struggle over whether they should take certain 0:07:50.789,0:07:55.479 risks - knowing that they can’t just restore[br]a previous save game if things don’t go 0:07:55.479,0:07:56.479 their way. 0:07:56.480,0:08:00.180 In a 2016 GDC talk, designer Tyler Sigman[br]says 0:08:00.180,0:08:02.460 TYLER SIGMAN: “Permanent consequences were what we were after. 0:08:02.460,0:08:07.680 We want you to, at all moments, be like, ‘should[br]I go a little further and get a little more treasure. 0:08:07.680,0:08:11.260 Do I think I can make to the end of this quest[br]even though these two characters are afflicted 0:08:11.260,0:08:13.340 and this one is almost dead?’ 0:08:13.340,0:08:19.620 And to do that you know we needed this terrible[br]save system that is just really really mean”. 0:08:19.620,0:08:24.500 Other games do this too, like survive ‘em[br]up The Long Dark, which automatically saves 0:08:24.500,0:08:28.469 over your game the moment something bad happens[br]- like getting attacked by wolves or hurting 0:08:28.469,0:08:32.830 yourself - so you’re forced to keep playing[br]from that most dramatic point. 0:08:32.830,0:08:36.930 And ultimately, this is pretty common in console[br]games, where saving your progress isn’t 0:08:36.930,0:08:40.650 so easy to do and you must rely on actual[br]save points or checkpoints. 0:08:40.650,0:08:44.770 This doesn’t mean you can’t let players[br]easily save their game when they need to take 0:08:44.770,0:08:45.810 a break, though. 0:08:45.810,0:08:50.440 In Dark Souls you can only permanently save[br]your progress at bonfires - but you can suspend 0:08:50.440,0:08:52.290 your game at any point. 0:08:52.290,0:08:55.750 This quits the game, and lets you continue[br]from that point next time you play. 0:08:55.750,0:09:01.180 But then that save is deleted, meaning you[br]can’t rewind to that point if you do something silly. 0:09:01.180,0:09:05.090 So, there are lots of compelling reasons to[br]keep players in the game - and not reaching 0:09:05.090,0:09:07.910 for the quick load button the second something[br]goes wrong. 0:09:07.910,0:09:11.200 Screwing up causes you to dynamically shift[br]your goal, and do something different for 0:09:11.200,0:09:12.200 a while. 0:09:12.200,0:09:14.800 Awesome stories can occur when things go horribly[br]wrong. 0:09:14.800,0:09:19.200 And risky play is far more meaningful if you[br]can’t just rewind and try again. 0:09:19.200,0:09:23.430 But it can’t be up to the player to enforce[br]this pure way of playing. 0:09:23.430,0:09:28.160 I’ve quoted Civ 4 man Soren Johnson before,[br]who says “given the opportunity, players 0:09:28.160,0:09:30.770 will optimise the fun out of a game”. 0:09:30.770,0:09:34.650 So if designers really want to keep players[br]in the experience, they’ve either got to 0:09:34.650,0:09:39.500 lock off easy save scumming, make setbacks[br]so tolerable that they’ll want to keep going, 0:09:39.500,0:09:44.270 remove rewards for perfect play, or make failure[br]as fun as success. 0:09:44.270,0:09:46.820 Only then will players “let things play[br]out. 0:09:46.820,0:09:50.560 And be surprised by what happens next”. 0:09:50.560,0:09:51.840 Hey! Thanks for watching! 0:09:51.840,0:09:55.970 Game Maker’s Toolkit is made possible thanks[br]to everyone who pitches in over on Patreon. 0:09:55.970,0:10:00.780 You may have noticed that I’m back on YouTube[br]for streaming - Twitch didn’t really work out. 0:10:00.780,0:10:05.800 I stream at 8PM BST on Wednesdays, so hit[br]that Notification Bell thingy if you want 0:10:05.810,0:10:07.390 to get a heads up when I go live.