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	<title>Comments on: saving, ethics, and the slog</title>
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		<title>By: JellyfishGreen</title>
		<link>http://malvasiabianca.org/archives/2009/08/saving-ethics-and-the-slog/comment-page-1/#comment-120843</link>
		<dc:creator>JellyfishGreen</dc:creator>
		<pubDate>Mon, 17 Aug 2009 10:14:29 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=2227#comment-120843</guid>
		<description>@Stuart Marks: Yes I remember Rogue going to great lengths to delete your save file and make sure your dwarf stayed dead. To which I said &quot;Write-protected floppy disk HA HA.&quot;

Briefly: Autosaving at beginning of &quot;level&quot;, good. (It&#039;s nice when all levels completed are available for arbitrary replay later.)
Autosaving before boss fight, also good.
Bookmarking progress in long levels, also good, as I have to stop for food, sleep, calls of nature and other interruptions, like many of us humans, and especially when you have children.

Wandered in from Above49.ca</description>
		<content:encoded><![CDATA[<p>@Stuart Marks: Yes I remember Rogue going to great lengths to delete your save file and make sure your dwarf stayed dead. To which I said &#8220;Write-protected floppy disk HA HA.&#8221;</p>
<p>Briefly: Autosaving at beginning of &#8220;level&#8221;, good. (It&#8217;s nice when all levels completed are available for arbitrary replay later.)<br />
Autosaving before boss fight, also good.<br />
Bookmarking progress in long levels, also good, as I have to stop for food, sleep, calls of nature and other interruptions, like many of us humans, and especially when you have children.</p>
<p>Wandered in from Above49.ca</p>
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		<title>By: thy_dungeonman</title>
		<link>http://malvasiabianca.org/archives/2009/08/saving-ethics-and-the-slog/comment-page-1/#comment-120832</link>
		<dc:creator>thy_dungeonman</dc:creator>
		<pubDate>Sat, 08 Aug 2009 23:52:49 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=2227#comment-120832</guid>
		<description>Ideally games should NOT do what Fable 2 does, that is having game changing choices and then auto save your game right after, sure it means you have to stick with your choices, but you have to allow players to experiment a little before deciding, I  simply wanted to see what my character would look like as a female, little did I know I would be stuck like that because unlike just about every other role playing game Fable 2 doesn&#039;t allow to experiment with different story branches in one game.</description>
		<content:encoded><![CDATA[<p>Ideally games should NOT do what Fable 2 does, that is having game changing choices and then auto save your game right after, sure it means you have to stick with your choices, but you have to allow players to experiment a little before deciding, I  simply wanted to see what my character would look like as a female, little did I know I would be stuck like that because unlike just about every other role playing game Fable 2 doesn&#8217;t allow to experiment with different story branches in one game.</p>
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		<title>By: David Carlton</title>
		<link>http://malvasiabianca.org/archives/2009/08/saving-ethics-and-the-slog/comment-page-1/#comment-120823</link>
		<dc:creator>David Carlton</dc:creator>
		<pubDate>Tue, 04 Aug 2009 17:16:48 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=2227#comment-120823</guid>
		<description>That&#039;s a useful analytical distinction.  I&#039;ll propose a related one: from my point of view, I like games for which there&#039;s no reason to have more than one save slot.  (Unless multiple people are playing through the game.)  If a game is doing that, then chances are it&#039;s easy enough to recover from mistakes for me to be happy.

Given a good enough implementation of that, I&#039;m happy for the game to manage the save slot for me (as Jorge mentioned in his first comment), including auto-saving after I make a big choice (which I don&#039;t care about but which other people, including I think you, do).</description>
		<content:encoded><![CDATA[<p>That&#8217;s a useful analytical distinction.  I&#8217;ll propose a related one: from my point of view, I like games for which there&#8217;s no reason to have more than one save slot.  (Unless multiple people are playing through the game.)  If a game is doing that, then chances are it&#8217;s easy enough to recover from mistakes for me to be happy.</p>
<p>Given a good enough implementation of that, I&#8217;m happy for the game to manage the save slot for me (as Jorge mentioned in his first comment), including auto-saving after I make a big choice (which I don&#8217;t care about but which other people, including I think you, do).</p>
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		<title>By: Nels Anderson</title>
		<link>http://malvasiabianca.org/archives/2009/08/saving-ethics-and-the-slog/comment-page-1/#comment-120822</link>
		<dc:creator>Nels Anderson</dc:creator>
		<pubDate>Tue, 04 Aug 2009 16:40:48 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=2227#comment-120822</guid>
		<description>Great to see those links were of interest =)

It&#039;s interesting how save/load was, way back in the day, initially merely a way of bookmarking progress. It&#039;s now become a more complex mechanism with various consequence as discussed here and elsewhere. I think a first step toward address this issue (where appropriate, of course) is to separate the bookmarking functionality any other save/load mechanism.

Any game that needs a save system to restore progress ought to provide a bookmark save system independent of other save/load systems. Similar to what more and more portable games off, a one-time save/load slot. There is then more latitude to implement the save/load system without worry about it meeting (or failing to meet) the requirement to provide bookmarking.</description>
		<content:encoded><![CDATA[<p>Great to see those links were of interest =)</p>
<p>It&#8217;s interesting how save/load was, way back in the day, initially merely a way of bookmarking progress. It&#8217;s now become a more complex mechanism with various consequence as discussed here and elsewhere. I think a first step toward address this issue (where appropriate, of course) is to separate the bookmarking functionality any other save/load mechanism.</p>
<p>Any game that needs a save system to restore progress ought to provide a bookmark save system independent of other save/load systems. Similar to what more and more portable games off, a one-time save/load slot. There is then more latitude to implement the save/load system without worry about it meeting (or failing to meet) the requirement to provide bookmarking.</p>
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		<title>By: feitclub</title>
		<link>http://malvasiabianca.org/archives/2009/08/saving-ethics-and-the-slog/comment-page-1/#comment-120821</link>
		<dc:creator>feitclub</dc:creator>
		<pubDate>Tue, 04 Aug 2009 05:45:06 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=2227#comment-120821</guid>
		<description>I too save way more often than I reload, but that&#039;s also because I play most games like I&#039;m walking on eggshells. Your description of why I save constantly is spot on - I don&#039;t want to backtrack too much if I die suddenly, nor do I want to proceed if I perform particularly poorly. I think any attempts to limit the amount/frequency of players saving is futile at best and downright cruel at worst, because I believe consumers have the right to play games the way they want to. Any game that punishes players with scarce checkpoints and lots of backtracking isn&#039;t a game I&#039;m going to finish.

And really, with the technology we have now, shouldn&#039;t &quot;save anywhere&quot; be the norm? It&#039;s not like it makes games easier, it just gives us more control over our leisure time. My biggest gripe with the otherwise-excellent Castlevania 2D DS games is their reliance on &quot;save points&quot; that, should I die suddenly after making a wrong turn, erase the experience points and rare items I had earned since last saving. Saving protects my &quot;investment&quot; in the game, it doesn&#039;t remove the challenge of fighting the enemies or exploring the dungeons.</description>
		<content:encoded><![CDATA[<p>I too save way more often than I reload, but that&#8217;s also because I play most games like I&#8217;m walking on eggshells. Your description of why I save constantly is spot on &#8211; I don&#8217;t want to backtrack too much if I die suddenly, nor do I want to proceed if I perform particularly poorly. I think any attempts to limit the amount/frequency of players saving is futile at best and downright cruel at worst, because I believe consumers have the right to play games the way they want to. Any game that punishes players with scarce checkpoints and lots of backtracking isn&#8217;t a game I&#8217;m going to finish.</p>
<p>And really, with the technology we have now, shouldn&#8217;t &#8220;save anywhere&#8221; be the norm? It&#8217;s not like it makes games easier, it just gives us more control over our leisure time. My biggest gripe with the otherwise-excellent Castlevania 2D DS games is their reliance on &#8220;save points&#8221; that, should I die suddenly after making a wrong turn, erase the experience points and rare items I had earned since last saving. Saving protects my &#8220;investment&#8221; in the game, it doesn&#8217;t remove the challenge of fighting the enemies or exploring the dungeons.</p>
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		<title>By: Bryan W.</title>
		<link>http://malvasiabianca.org/archives/2009/08/saving-ethics-and-the-slog/comment-page-1/#comment-120820</link>
		<dc:creator>Bryan W.</dc:creator>
		<pubDate>Tue, 04 Aug 2009 05:12:02 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=2227#comment-120820</guid>
		<description>Right now, I&#039;m playing Final Fantasy IV (DS) and Mass Effect (X360), and its strange playing a JRPG and a Western Shooter/RPG at the same time, one of the main reasons being the different save systems. 

I have long been an advocate for what I see as a mostly Western-style save system, which consists of auto-save and saving anywhere. Mass Effect does a real great job with auto-saving, and at 15 hours in, I&#039;m only at 40 saves. I have never gone back to re-attempt a dialogue option because I&#039;m trying to make my playing experience as legitimate as possible, and not going out of my way to abuse the system. I know that Mass Effect is a pretty forgiving game, and that its game world is not going to punish me too much if I should venture the wrong way.

FFIV on the other hand has a terrible knack for putting an almost painful amount of distance between saves, and it makes me want to play it less when I know I&#039;m about to enter a dungeon and that I&#039;m going to have to commit a significant amount of time to the game until I can see a save point or visit the world map again. Knowing the amount of grinding I&#039;ll have to do between saves really dampens the experience. The difference between FFIV and ME is kind of like the differences outlined on slides 59 and 60 in the powerpoint.

And on a totally different hand, I have had 400+ saves in my 80+ hours in Fallout 3, usually with 7 actual save slots available at various points in time, but the only times I&#039;ve gone back to reload something are due to bugs or glitches. I always save and say &quot;Oh, I&#039;ll go back and try out dialogue option X&quot; or whatever, but I never do. I guess I just like to know that the option to go back and do it is there for a while until I realize I never will and save over that slot anyway. I do this for every RPG, and always have a bevy of saves on hand, and never actually return to them to try things differently.</description>
		<content:encoded><![CDATA[<p>Right now, I&#8217;m playing Final Fantasy IV (DS) and Mass Effect (X360), and its strange playing a JRPG and a Western Shooter/RPG at the same time, one of the main reasons being the different save systems. </p>
<p>I have long been an advocate for what I see as a mostly Western-style save system, which consists of auto-save and saving anywhere. Mass Effect does a real great job with auto-saving, and at 15 hours in, I&#8217;m only at 40 saves. I have never gone back to re-attempt a dialogue option because I&#8217;m trying to make my playing experience as legitimate as possible, and not going out of my way to abuse the system. I know that Mass Effect is a pretty forgiving game, and that its game world is not going to punish me too much if I should venture the wrong way.</p>
<p>FFIV on the other hand has a terrible knack for putting an almost painful amount of distance between saves, and it makes me want to play it less when I know I&#8217;m about to enter a dungeon and that I&#8217;m going to have to commit a significant amount of time to the game until I can see a save point or visit the world map again. Knowing the amount of grinding I&#8217;ll have to do between saves really dampens the experience. The difference between FFIV and ME is kind of like the differences outlined on slides 59 and 60 in the powerpoint.</p>
<p>And on a totally different hand, I have had 400+ saves in my 80+ hours in Fallout 3, usually with 7 actual save slots available at various points in time, but the only times I&#8217;ve gone back to reload something are due to bugs or glitches. I always save and say &#8220;Oh, I&#8217;ll go back and try out dialogue option X&#8221; or whatever, but I never do. I guess I just like to know that the option to go back and do it is there for a while until I realize I never will and save over that slot anyway. I do this for every RPG, and always have a bevy of saves on hand, and never actually return to them to try things differently.</p>
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		<title>By: Stuart Marks</title>
		<link>http://malvasiabianca.org/archives/2009/08/saving-ethics-and-the-slog/comment-page-1/#comment-120819</link>
		<dc:creator>Stuart Marks</dc:creator>
		<pubDate>Tue, 04 Aug 2009 05:10:07 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=2227#comment-120819</guid>
		<description>The ethics of saving? Particularly when you face a moral choice in the game? I&#039;ve never thought about it. Maybe that&#039;s because the games I&#039;ve played the most recently are from the Grand Theft Auto family. All of your in-game choices involve varying degrees of immorality, which is what makes the game fun. :-)

But I too am a compulsive saver, especially when it comes to first-person shooter games. I&#039;ll typically save at the end of each level (really, a proxy for the beginning of the next level) and play and restart enough times until I feel I&#039;m satisfied with how well I&#039;ve been able to get through the level. Just getting through isn&#039;t enough.

In most of the games I&#039;ve played there isn&#039;t even a huge penalty for dying. Usually you get respawned with 100% health but no or only basic weapons. This is true of GTA, Doom, Quake, and Descent, the games with which I&#039;m most familiar. But collecting weapons and armor and stuff is enough of an investment that I want to hang on to it.

A notable exception is Myst, where you basically can&#039;t make any fatal mistakes... until the very end, when there are a couple decisions that have serious consequences. I was pretty sure I knew the outcome, but of course I had to save and try all the possibilities just the same. :-)

Another notable exception is the &quot;rogue&quot; character-based dungeon game. (Remember that?) The authors had a particularly strict view of saving. If I recall correctly, you could have ONE saved game, and you were only allowed to restart and continue ONCE. If you were killed, you were NOT allowed to restart from where you had saved previously. The game also took great pains to prevent this policy from being circumvented, e.g. by checking the inode-change time, checksumming the file contents, removing the save file after restore, etc.

This took a significant amount of fun out of the game for me. Especially in the upper levels, when you can encounter monsters that can kill you in one or two turns. Sometimes death is unavoidable. It&#039;s quite a time investment to get a powerful character deep into the dungeon, and if you&#039;re killed immediately stepping into a room it&#039;s just a huge bummer.

So, one of the first things I did when I got my hands on the source code was to disable the strict only-one-restart policy. That made it fun again. :-)</description>
		<content:encoded><![CDATA[<p>The ethics of saving? Particularly when you face a moral choice in the game? I&#8217;ve never thought about it. Maybe that&#8217;s because the games I&#8217;ve played the most recently are from the Grand Theft Auto family. All of your in-game choices involve varying degrees of immorality, which is what makes the game fun. <img src='http://malvasiabianca.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>But I too am a compulsive saver, especially when it comes to first-person shooter games. I&#8217;ll typically save at the end of each level (really, a proxy for the beginning of the next level) and play and restart enough times until I feel I&#8217;m satisfied with how well I&#8217;ve been able to get through the level. Just getting through isn&#8217;t enough.</p>
<p>In most of the games I&#8217;ve played there isn&#8217;t even a huge penalty for dying. Usually you get respawned with 100% health but no or only basic weapons. This is true of GTA, Doom, Quake, and Descent, the games with which I&#8217;m most familiar. But collecting weapons and armor and stuff is enough of an investment that I want to hang on to it.</p>
<p>A notable exception is Myst, where you basically can&#8217;t make any fatal mistakes&#8230; until the very end, when there are a couple decisions that have serious consequences. I was pretty sure I knew the outcome, but of course I had to save and try all the possibilities just the same. <img src='http://malvasiabianca.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Another notable exception is the &#8220;rogue&#8221; character-based dungeon game. (Remember that?) The authors had a particularly strict view of saving. If I recall correctly, you could have ONE saved game, and you were only allowed to restart and continue ONCE. If you were killed, you were NOT allowed to restart from where you had saved previously. The game also took great pains to prevent this policy from being circumvented, e.g. by checking the inode-change time, checksumming the file contents, removing the save file after restore, etc.</p>
<p>This took a significant amount of fun out of the game for me. Especially in the upper levels, when you can encounter monsters that can kill you in one or two turns. Sometimes death is unavoidable. It&#8217;s quite a time investment to get a powerful character deep into the dungeon, and if you&#8217;re killed immediately stepping into a room it&#8217;s just a huge bummer.</p>
<p>So, one of the first things I did when I got my hands on the source code was to disable the strict only-one-restart policy. That made it fun again. <img src='http://malvasiabianca.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>By: Joel Haddock</title>
		<link>http://malvasiabianca.org/archives/2009/08/saving-ethics-and-the-slog/comment-page-1/#comment-120818</link>
		<dc:creator>Joel Haddock</dc:creator>
		<pubDate>Tue, 04 Aug 2009 03:26:47 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=2227#comment-120818</guid>
		<description>To me, saving before any critical choice and the playing out the various options before choosing the most optimal one makes me feel like I am cheating myself.  In a well-designed game, the &quot;wrong&quot; choice should still lead down interesting paths, and experiencing those twists and turns is a vital part of the game experience.  

Much like you describe, I find myself saving/reloading when I feel that I&#039;ve made a tactical choice that could cripple me down the line.  Defeating a difficult battle in sub-optimal condition usually isn&#039;t enough, but realizing I&#039;ve made a critical error in my balance of forces, or leveled up a character completely incorrectly usually hits that threshold.</description>
		<content:encoded><![CDATA[<p>To me, saving before any critical choice and the playing out the various options before choosing the most optimal one makes me feel like I am cheating myself.  In a well-designed game, the &#8220;wrong&#8221; choice should still lead down interesting paths, and experiencing those twists and turns is a vital part of the game experience.  </p>
<p>Much like you describe, I find myself saving/reloading when I feel that I&#8217;ve made a tactical choice that could cripple me down the line.  Defeating a difficult battle in sub-optimal condition usually isn&#8217;t enough, but realizing I&#8217;ve made a critical error in my balance of forces, or leveled up a character completely incorrectly usually hits that threshold.</p>
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		<title>By: David Carlton</title>
		<link>http://malvasiabianca.org/archives/2009/08/saving-ethics-and-the-slog/comment-page-1/#comment-120817</link>
		<dc:creator>David Carlton</dc:creator>
		<pubDate>Mon, 03 Aug 2009 19:50:38 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=2227#comment-120817</guid>
		<description>I&#039;m all for leaning heavily on auto-saves after successful missions and for not-reloading, as long as the game supports that in two ways.  First, your performance on that mission shouldn&#039;t hinder you going forward: if I finish the mission out of bullets and low on health, I don&#039;t want that to screw me up in the next mission.  Second, there should be reasonably frequent in-mission transient checkpoints to catch my back if I accidentally die, and screwing up my resources during the mission so badly that I have to reload the save at the start of the mission should be relatively rare.

If a game did both of those things, I&#039;d be happy basically never doing explicit saves.  3-D Mario games are an example of this; they have a save function, but from my point of view it&#039;s largely vestigial.</description>
		<content:encoded><![CDATA[<p>I&#8217;m all for leaning heavily on auto-saves after successful missions and for not-reloading, as long as the game supports that in two ways.  First, your performance on that mission shouldn&#8217;t hinder you going forward: if I finish the mission out of bullets and low on health, I don&#8217;t want that to screw me up in the next mission.  Second, there should be reasonably frequent in-mission transient checkpoints to catch my back if I accidentally die, and screwing up my resources during the mission so badly that I have to reload the save at the start of the mission should be relatively rare.</p>
<p>If a game did both of those things, I&#8217;d be happy basically never doing explicit saves.  3-D Mario games are an example of this; they have a save function, but from my point of view it&#8217;s largely vestigial.</p>
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		<title>By: Jorge Albor</title>
		<link>http://malvasiabianca.org/archives/2009/08/saving-ethics-and-the-slog/comment-page-1/#comment-120813</link>
		<dc:creator>Jorge Albor</dc:creator>
		<pubDate>Mon, 03 Aug 2009 05:59:07 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=2227#comment-120813</guid>
		<description>Good stuff. It&#039;s interesting to see how your approach to saving differs from mine. Though I&#039;m with you on the &#039;Save early, save often&quot; mantra, I&#039;ll almost never reload after poor execution. It&#039;s the repetition that irks me, and the occasional choose-your-own-adventure cheating trick. What are your thoughts on auto-saves? When a game auto-saves after successful missions, even if I&#039;ve performed sub-optimally, it tends to reinforce a sense of safety without encouraging OCD behavior. Red Faction does this and I&#039;ve pretty much stopped saving altogether. If they game decided to limit saving options by ONLY allowing auto-saves, thereby revoking your save privileges, I don&#039;t think I would care or even notice all that much.</description>
		<content:encoded><![CDATA[<p>Good stuff. It&#8217;s interesting to see how your approach to saving differs from mine. Though I&#8217;m with you on the &#8216;Save early, save often&#8221; mantra, I&#8217;ll almost never reload after poor execution. It&#8217;s the repetition that irks me, and the occasional choose-your-own-adventure cheating trick. What are your thoughts on auto-saves? When a game auto-saves after successful missions, even if I&#8217;ve performed sub-optimally, it tends to reinforce a sense of safety without encouraging OCD behavior. Red Faction does this and I&#8217;ve pretty much stopped saving altogether. If they game decided to limit saving options by ONLY allowing auto-saves, thereby revoking your save privileges, I don&#8217;t think I would care or even notice all that much.</p>
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