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In the manual for Elder Scrolls 2: Daggerfall,
Bethesda left a message encouraging players
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to avoid the “replay the save game” strategy.
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They said, “most computer gamers use the
save game to maximise their playing ability.
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Anytime something goes wrong, they return
to a saved game and replay it until they get
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it right.
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The final history of their game looks like
an endless streak of lucky breaks and perfect
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choices.
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[But] role-playing is not about playing the
perfect game.
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It is about building a character and creating
a story.
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In fact, you will never see some of the most
interesting aspects of the game unless you
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play through your mistakes.
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If your character dies, by all means return
to your last saved game and replay it.
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However, if your character is caught pickpocketing,
if a quest goes wrong, or some other mundane
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mishap occurs, let it play out.
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You may be surprised by what happens next”.
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This is a noble stand against “save scumming”,
which is the art of returning to an old save
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file the second you get spotted in a stealth
game, or lose a beloved team member in an
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RPG, or get a bad roll in a game with random
numbers.
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And it’s sorely tempting to simply undo
your mistakes or reset an unlucky event, but
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- as Bethesda says - if you do that, you might
just miss some of the best anecdotal stories
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the game has to offer.
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You know, like coming “this close” to
dying, but turning it around and winning anyway.
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Or killing a panicked guard, seconds before
they can raise the alarm.
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Or an exciting extraction when your stealthy
plan starts to go hideously wrong.
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Or having to sadly move on through the story,
while bearing the loss of your favourite party
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member.
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And so it’s a lovely sentiment.
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But, ultimately, there’s no point putting
this sort of thing in the manual.
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If you’ve got an intention for how players
should experience the game, you’ve got to
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build it into the game itself.
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So how can we make games where players don’t
want to return to a quick save at the first
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point of adversity?
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Games where you are, in fact, encouraged to
play on past mistakes, failures, and setbacks
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- and potentially see some of the most interesting
aspects of the game?
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Well, for some games, the strategy is to make
sure that setbacks are tolerable - and not
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so critically damaging that you’re better
off just returning to a previous save point.
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One way to do this is to give the game a really
wide “failure spectrum”.
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That’s a term dreamt up by Tom Francis - creator
of Gunpoint and Heat Signature - and it describes
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the range of states between perfect success
and total failure.
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Think of a game like XCOM, where you can successfully
finish a mission with all your team members
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alive, or botch your objective and leave with
two injured units, or come home without a
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single living soldier.
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Pretty much every game has a failure spectrum,
but some have a much more generous one, than others.
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For an example, Tom points to the stealthy
open worlder Metal Gear Solid V, which has
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a huge range of states between being a sneaky
snake and a, uh, dead snake.
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So, if a guard sees you, he won’t immediately
start firing.
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He’ll just come in to investigate more closely.
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If you do get spotted, you enter into this
slow-mo reflex mode, to give you a chance
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to headshot the guard in question.
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Screw that up, and the guard will need to
manually call up his buddies for support,
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giving you a chance to stop him.
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And even after all that, Snake can still escape
and return to hiding.
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Or enter combat.
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Or even call in an helicopter and just take
the whole “espionage” bit of the MGS slogan
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and dropkick it into the ocean.
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You’ll only die if you manage to screw all
of that up.
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So this is a huge failure spectrum, with all
sorts of states between completing the mission
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without ever being seen, and bleeding out
on the battlefield.
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And that means that mishaps aren’t so punishing
that you might as well reload - they just
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shove you a little further down the spectrum.
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But the thing about a failure spectrum is
that, in a lot of cases, it’s reversible.
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And if you play well you can actually turn
things around and crawl back towards the successful
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end of things.
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That’s a big part of Far Cry 2.
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This is another game with a generous failure
spectrum, thanks to its big health bar, loads
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of healing syringes, and the buddy system
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playing, after your death.
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And it’s also a game where you’re constantly
facing setbacks.
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You might find your guns jamming in the middle
of battle.
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Or find yourself suffering from a Malaria
attack while sneaking past an outpost.
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Or have your car break down, just as you’re
making a getaway.
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But these setbacks serve a really important
purpose.
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You see, in a 2009 GDC talk, designer Clint
Hocking explained that, originally, he wanted
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Far Cry 2 to be all about intentionality,
which is achieved by having the game split
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between two phases.
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There’s a planning stage, where you survey
the scene, look for items of interest, watch
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guard patrol patterns, and plan your escape
route.
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And then an execution stage, where you actually
carry out your plan.
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But the creators decided that they didn’t
want you to either have your plan totally
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work, or totally fail.
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Instead, they wanted you to suffer small setbacks
that would cause you to bounce out of the
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execution stage and back to the planning phase.
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Clint describes this type of gameplay as improvisational.
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It’s this idea of constantly moving between
planning and execution - but within a single,
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continuous playthrough.
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And so that’s another benefit of making
people play through mistakes and bad luck.
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Because suffering adversity causes you to
change your goals in an exciting, dynamic
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way - so you can claw your way back to victory.
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Like in a shooter - if you take a lot of damage
you’re forced to change your focus away
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from combat - and towards getting into cover,
finding health packs, or maybe even crafting
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a medkit.
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And in a stealth game, getting spotted means
you’re forced to run away and get back into
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cover, or just give up on sneaking around
and deal with your enemies in the old fashioned way.
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And this only works if players don’t reload
their save game the second they get thrown
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off course.
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So to reduce the chance of this happening,
Clint made sure these setbacks were small,
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unpredictable, and recoverable.
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Things like Malaria attacks and jamming guns
might wreck your plans but they’re far too
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tiny to warrant a reload, they’re easy enough
to turn around, and are often completely unpredictable
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when they’re about to occur.
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“It is exactly because the loss is small
and unpredictable that players don’t attempt
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to reload the game to escape it,” says Clint.
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Now all of this falls apart if the player
is rewarded for perfect play, or punished
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for making mistakes.
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Meaningless ranks and achievements for never
getting spotted in a stealth game are fine.
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They’re aspirational rewards for highly
skilled players.
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But if making mistakes will cause the rest
of the game to be significantly harder, then
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it’s no surprise that a player will reload
to a previous save game the second they screw up.
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Back to XCOM: losing soldiers and suffering
casualties means you’ve now got to recruit
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feeble rookies, making you less likely to
succeed at future missions - creating a nasty
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positive feedback loop of death and failure.
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No wonder, then, that some gamers will resort
to save scumming to keep their favourite soldiers alive.
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It’s just too harsh, otherwise.
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Perhaps a better approach is to try and make
failure as interesting as success.
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Look to the Shadow of Mordor games, where
getting killed by an Ork captain means that
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they’ll remember you and bring up your history
in a later encounter.
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So if there’s no tactical benefit for perfect
play, and there are meaningful outcomes for
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imperfect play, then gamers will naturally
want to roll on past their mistakes and let
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events play out naturally.
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Of course, one easy way to fix all of this
is to simply remove the ability to reload
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a previous save file.
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In Darkest Dungeon, the game is always saving
over the top of your file, making it near
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impossible to rewind your mistakes.
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Developer Redhook Studios did this for two
reasons.
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For one, they wanted players to have to live
with bad decisions, and truly awful dice rolls.
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This is a game where rotten things happen,
and you’ve got to deal with them.
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And also because they wanted players to really
struggle over whether they should take certain
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risks - knowing that they can’t just restore
a previous save game if things don’t go
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their way.
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In a 2016 GDC talk, designer Tyler Sigman
says
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TYLER SIGMAN: “Permanent consequences were what we were after.
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We want you to, at all moments, be like, ‘should
I go a little further and get a little more treasure.
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Do I think I can make to the end of this quest
even though these two characters are afflicted
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and this one is almost dead?’
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And to do that you know we needed this terrible
save system that is just really really mean”.
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Other games do this too, like survive ‘em
up The Long Dark, which automatically saves
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over your game the moment something bad happens
- like getting attacked by wolves or hurting
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yourself - so you’re forced to keep playing
from that most dramatic point.
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And ultimately, this is pretty common in console
games, where saving your progress isn’t
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so easy to do and you must rely on actual
save points or checkpoints.
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This doesn’t mean you can’t let players
easily save their game when they need to take
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a break, though.
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In Dark Souls you can only permanently save
your progress at bonfires - but you can suspend
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your game at any point.
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This quits the game, and lets you continue
from that point next time you play.
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But then that save is deleted, meaning you
can’t rewind to that point if you do something silly.
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So, there are lots of compelling reasons to
keep players in the game - and not reaching
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for the quick load button the second something
goes wrong.
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Screwing up causes you to dynamically shift
your goal, and do something different for
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a while.
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Awesome stories can occur when things go horribly
wrong.
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And risky play is far more meaningful if you
can’t just rewind and try again.
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But it can’t be up to the player to enforce
this pure way of playing.
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I’ve quoted Civ 4 man Soren Johnson before,
who says “given the opportunity, players
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will optimise the fun out of a game”.
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So if designers really want to keep players
in the experience, they’ve either got to
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lock off easy save scumming, make setbacks
so tolerable that they’ll want to keep going,
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remove rewards for perfect play, or make failure
as fun as success.
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Only then will players “let things play
out.
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And be surprised by what happens next”.
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