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