On saving; Where's the line?

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Akytalusia

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Preface: I have recently beaten the elite 4 in a pokemon emerald hack, and was starting the post-game content. After throwing about 100 pokeballs[footnote]the same 1, 100x, technically. see save states.[/footnote] at this certain legendary, I started thinking about saving mechanics.

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Save States: This is the most potent save system. you can save anywhere, anytime. In pokemon that translates into/up to "Random battles never happen unless I want them. Every pokeball is a master ball. All my hits are super effective/criticals when they need to be. The enemy misses when I need them to, and never crit. I always know what the enemy's going to do and how to prepare for it. etc."

Quick Saves: This is less potent than save states, as generally you can save anywhere as long as it's not in the middle of an event like a cutscene, battle or dialogue. In pokemon this translates into "The battle will always go in my favor, and the criteria for victory will always meet the conditions for my satisfaction."

Save Spots: An old standard for saving that's been falling out of style in modern titles, but you can save at any pre-established positions. This doesn't translate into pokemon at all, since it uses a unique quick save style with 1 slot. But for games that use it, it translates into "I will succeed in the events that follow, and when I emerge victorious on the other side, the compound result will meet the conditions for my satisfaction."

Save Codes: real archaic stuff here, but honestly, these are pretty much the same as save spots, just unnecessarily complex.
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Now, the dilemma I was that I've been using save states, and during the monotony of tossing 100 pokeballs at this legendary I began to think "If every pokeball is a masterball, then I may as well be cheating. And this applies to every other benefit of save states. And in this case, I may as well just cheat in an I win button, press it, and be done playing. So what's the point of playing with save states at all?"

But then I began to work my way down the line and realized that it's all the same thing. The only thing save states were doing was saving me time, since I could get the same result from using quick saves. It would just take longer. much much longer. Instead of saving before I toss the ball, then reloading if it doesn't catch the monster; I could achieve the same effect with quick saves by finding the monsters, then throwing the ball, then reloading and repeating. Now the time it takes to repeat this process is complicated by how rare the monster happens to be. Legendaries with static positions wouldn't be too much different, but Roaming mons? 1% Rares? Save states could save me hours, days, weeks. of course, this process would also motivate me to reduce the conditions of my satisfaction; ie buying stronger pokeballs, and using more of them before reloading, keeping a variety of types and levels in my party to meet the requirements of bringing monsters health down without KOing them, and inflicting status ailments as necessary.

Then I went further down the line and save spots are exactly the same thing too. They also just add more time to how long it takes to achieve the desired outcome, and further motivate me to reduce the conditions of my satisfaction.

So, even as I write this post, I'm coming to the conclusion that even without any ethical implications one way or the other, there's definitely a directly inverse proportion of convenience and satisfaction connected to each method of saving.

If it's more satisfying play an inconvenient game, it's not because it's more satisfying than a convenient game, but because it coerces you to reduce your victory standards if you want to be satisfied with success therein.
If it's less satisfying to play a convenient game, it's not because it's less satisfying than an inconvenient game, but because it's victory conditions are so casual that it systematically strips away any sense of accomplishment you'd otherwise achieve.

I deduce that satisfaction=victory as a static value and the satisfaction in the formula is actually the 'sense of satisfaction'. In all cases, Saving=victory. The problem is that there's no fail condition beyond never playing again after your first loss. If you ever play again, or reload a save, then your failure, for all intents and purposes, in each case with pre-established characters[footnote]exceptions being games with permadeath, where you need to roll a new unique, personalized character after every defeat.[/footnote], in the timeline of the in-game universe, never happened. So victory with saving can never produce an inherent sense of satisfaction on its own, requiring the use of inconvenient mechanics to fabricate this response.

...And suddenly I understand where nuzlocke came from, and why it persists as a thing... >.>

TL;DR: First off, sorry for that wall of text. It just evolved like that. Now...
In closing, my questions are "When does saving become cheating? Where's that line in the sand? How do you find the perfect balance of convenience and satisfaction? Are there any methods of saving time that don't compromise the satisfaction created from an inconvenient experience? Do you support or reject any particular type of saving? Why? Anything else you wish to add to the subject?"

Capcha: "Start saving today" Thank you for your input captcha. I'll consider you the first reply.
Capcha 2: "Compare rates and save" (took too much time, gave me another capcha) i see, so you think i should consider my options. thanks again for you input, you scary sentient monster. -.-;;
 

tippy2k2

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To me, you're cheating if you're save scumming [http://www.urbandictionary.com/define.php?term=savescumming] (reloading anytime anything ever goes wrong).

I am a huge fan of Save States, and more importantly, automatic save states so that I don't even have to think about it. Why you ask? Well I'm glad you asked imaginary person!

I'm a busy guy

That's what it boils down to. I'm 26 with a full time job (hell, I'm lucky too for I don't have any kids). I have shit to do people! I'm not going to go through a section of game-play for a half hour, get killed, and then do it again because that's how the 133t Hardcore crew wants it done. Frankly, after every encounter, I want my game to save and I have the self control to not just save scum because something bad has happened. I'll take my losses when needed (I play XCOM on Iron Man mode after all) but I'm not going to waste my time replaying the same section over and over and over and over and over again just because I'm five feet from the damn save point but can't get past this last bad guy.
 

shrekfan246

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Uh...

Akytalusia said:
Save States: This is the most potent save system. you can save anywhere, anytime. In pokemon that translates into/up to "Random battles never happen unless I want them. Every pokeball is a master ball. All my hits are super effective/criticals when they need to be. The enemy misses when I need them to, and never crit. I always know what the enemy's going to do and how to prepare for it. etc."
Not really. What you're talking about is 'save scumming', which admittedly is generally what save states are used for, but that doesn't alter the probability of the game itself, which... I'll touch on later.

Quick Saves: This is less potent than save states, as generally you can save anywhere as long as it's not in the middle of an event like a cutscene, battle or dialogue. In pokemon this translates into "The battle will always go in my favor, and the criteria for victory will always meet the conditions for my satisfaction."
That analogy is a little closer to the mark, if only because you can always cheese your way back to the beginning of a fight if you don't like the way it's going; Provided you're not playing online or anything.

Save Spots: An old standard for saving that's been falling out of style in modern titles, but you can save at any pre-established positions. This doesn't translate into pokemon at all, since it uses a unique quick save style with 1 slot. But for games that use it, it translates into "I will succeed in the events that follow, and when I emerge victorious on the other side, the compound result will meet the conditions for my satisfaction."
Not really so sure of that one. It's more like "I may or may not succeed, but will be saved the trouble of potentially spending [amount of time] getting back to this spot if I happen to lose."

And unless you combined it with "Quick Saves", you've missed "manual saving", which is functionally the same but usually takes longer and requires navigating a menu or two.

"So what's the point of playing with save states at all?"
That's a pretty good question.

The only thing save states were doing was saving me time, since I could get the same result from using quick saves. It would just take longer. much much longer. Instead of saving before I toss the ball, then reloading if it doesn't catch the monster; I could achieve the same effect with quick saves by finding the monsters, then throwing the ball, then reloading and repeating. Now the time it takes to repeat this process is complicated by how rare the monster happens to be. Legendaries with static positions wouldn't be too much different, but Roaming mons? 1% Rares? Save states could save me hours, days, weeks. of course, this process would also motivate me to reduce the conditions of my satisfaction; ie buying stronger pokeballs, and using more of them before reloading, keeping a variety of types and levels in my party to meet the requirements of bringing monsters health down without KOing them, and inflicting status ailments as necessary.
Er... it's not really saving you any time, though. Unless you count a minute of loading or whatever as 'saved time'. You still have to fight the probability of capturing or finding a Pokemon. Unless you literally cheat in infinite Master Balls, you still (generally) have to whittle down a Pokemon before attempting to capture it. The amount of time you 'save' by using save states is fairly insignificant on the grand scale of things.

In closing, my questions are "When does saving become cheating? Where's that line in the sand? How do you find the perfect balance of convenience and satisfaction? Are there any methods of saving time that don't compromise the satisfaction created from an inconvenient experience? Do you support or reject any particular type of saving? Why? Anything else you wish to add to the subject?"
As for these questions, I feel like save scumming is that line. But that has its own line as well; If I'm stuck in a health pack FPS in an area with 15% health and no way of restoring it between me and the next five walls of enemies, I'm probably going to try reloading to an earlier save. But once you start abusing it so that you're reloading because you took three hits or something, I feel like you might as well just throw on God Mode and be done with it.

Personally, I generally just go with autosaves and checkpoints. In most games with manual and/or quicksaving, I often forget the feature actually exists while I'm in the middle of a level, so whenever I die I either go back to the last checkpoint or the start of the level. I don't really have any preferences one way or the other.
 

Akytalusia

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shrekfan246 said:
Uh...

Akytalusia said:
Save States: (snip)
Not really. What you're talking about is 'save scumming', which admittedly is generally what save states are used for, but that doesn't alter the probability of the game itself, which... I'll touch on later.
i was under the impression save scumming was an unofficial saving technique wherein you copy a save file out of a permadeath game, and paste it back in to manually save in a game without official saves? though i guess it's definition has evolved to the modern definition of 'abusing save states'. i'll update my vocabulary. -.-;; but as far as i'm aware save states and the modern definition of save scumming is pretty equatable. since as we agree, that's pretty much what they're used for.
 

shrekfan246

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Akytalusia said:
i was under the impression save scumming was an unofficial saving technique wherein you copy a save file out of a permadeath game, and paste it back in to manually save in a game without official saves? though i guess it's definition has evolved to the modern definition of 'abusing save states'. i'll update my vocabulary. -.-;; but as far as i'm aware save states and the modern definition of save scumming is pretty equatable. since as we agree, that's pretty much what they're used for.
It can be both. Broadly speaking, save scumming is basically just "abusing a save system to get the ideal result every time" or whatever, which would apply to both methods of thinking.
 

Weaver

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I'm not really opposed to save scumming in certain games.

The original X-Com on some of the harder difficulties called for... well, judicious use of the save system if you wanted to win.
 

Saelune

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Well, I don't like being forced into an annoying challenge. I will waste a couple of Pokeballs but too many and I will likely reload. Why do I need to waste my valuable resources cause some pokemon are just stubborn?

Single Player games are/should be up to the player on what is ok or not really. If I want to save/reload after every little imperfection, that's my business. If I want to make it harder for myself to increase the fun, that's also my business. For example (due to reasons I don't wish to explain) I DONT save in Skyrim, and rely completely on autosaves. Closest to saving I do is hit rest then cancel. Its my choice though.
 

Smooth Operator

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If it's single player then save states are the only thing that makes sense, it is everyones own experience and if they want to cheat that is their call, meanwhile we are talking about avoiding a hugely superior system just because some people might use it wrong... "asinine" doesn't even begin to describe the idea.

I will say however they don't need to make repeated save/load processes convenient, you would be surprised how many people avoid features simply because it takes one or two more menu steps.
Also for the purists you do extra options/modes where they only get checkpoints, possibly space them out with increasing increments to the possible extreme of a mode where that can only be beaten in one sitting.
 

Angelous Wang

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Akytalusia said:
In closing, my questions are "When does saving become cheating? Where's that line in the sand? How do you find the perfect balance of convenience and satisfaction? Are there any methods of saving time that don't compromise the satisfaction created from an inconvenient experience? Do you support or reject any particular type of saving? Why? Anything else you wish to add to the subject?"
Cheating? Never.

Exploitative and cheap, yes. But not cheating.

Cheating requires that you break a rule and get away with it. Save scumming is still completely within the rules of the game.
 

CannibalCorpses

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tippy2k2 said:
To me, you're cheating if you're save scumming [http://www.urbandictionary.com/define.php?term=savescumming] (reloading anytime anything ever goes wrong).

I am a huge fan of Save States, and more importantly, automatic save states so that I don't even have to think about it. Why you ask? Well I'm glad you asked imaginary person!

I'm a busy guy

That's what it boils down to. I'm 26 with a full time job (hell, I'm lucky too for I don't have any kids). I have shit to do people! I'm not going to go through a section of game-play for a half hour, get killed, and then do it again because that's how the 133t Hardcore crew wants it done. Frankly, after every encounter, I want my game to save and I have the self control to not just save scum because something bad has happened. I'll take my losses when needed (I play XCOM on Iron Man mode after all) but I'm not going to waste my time replaying the same section over and over and over and over and over again just because I'm five feet from the damn save point but can't get past this last bad guy.
Thats a good way of explaining why hardcore players are almost always the best...they keep trying and learning until they can get past the problem. The reason they end up on a higher table is because many other people try to take whatever advantage they can and skip parts of a games challenge wheras the hardcore player has intimate empyrical knowledge of every section having bashed their heads against it enough times.

I can see your opinion...you 'could' do it but don't have the time...but that doesn't compare with 'has' done it and that is why hardcore players always come across as the best.

OT: I like checkpoint saves because then everyone is playing the game in the same way. I don't want some spotty herbert cheating their way past a section i struggle on and then telling me i'm shit for not 'gaming' the game like they did.

Some games have appropriate quick saves and normal saves...games where the level takes well over an hour or more to complete. Fair enough...use them when you finish a level or when you need to go out...maybe an odd save at interesting sections or timed achievement sections for after the game is finished.

I have been doing some retro-gaming recently and after 20 years i can still remember some of the save codes for Dune 2: battle for arakis which was nice...the first 3 levels are shit for each house. So i'm still in favour of save codes.

Save states/quick saves are basically just cheating in my eyes though. Sure, they are handy when your last checkpoint is 3 minutes away from the action and the battle is a 20 tries and more to finish. I wonder how many hours of gaming i have wasted walking to and from vicious battles i am doomed to fail over and over again? (good job i blame the developers for poor skills and justify my saving accordingly). But quick saves really are just there for people to cheat as and when they need to. They don't add to gameplay, they help to remove it and let you skip large parts of the challenge.
 

CannibalCorpses

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Saelune said:
Well, I don't like being forced into an annoying challenge. I will waste a couple of Pokeballs but too many and I will likely reload. Why do I need to waste my valuable resources cause some pokemon are just stubborn?

Single Player games are/should be up to the player on what is ok or not really. If I want to save/reload after every little imperfection, that's my business. If I want to make it harder for myself to increase the fun, that's also my business. For example (due to reasons I don't wish to explain) I DONT save in Skyrim, and rely completely on autosaves. Closest to saving I do is hit rest then cancel. Its my choice though.
I agree with you right until the point where you discuss the game with someone who hasn't done the things you have to complete it. Then you have a false notion of the game based around your experience of interacting with it and should state honestly how you played the game in the first place. Many people will slag a game off as easy whilst abusing a save system or game bug to avoid actually playing the challenge as it was designed.

It may not be a problem for many but it is one i have encountered many times over my gaming lifetime.
 

babinro

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Every game should allow for instant quicksaves and quickloads in my opinion.

The choice to abuse the system via save scumming is up to the player. Just because a game allows you to do something doesn't mean you have to do that all the time for every game. It's about offering choice for a players personal preference.

This would undoubtedly ruin an experience like Dark Souls for a lot of people but then again it's the players fault. The developers can always offer recommendations of when to save in a game so you might play it as they intended. For example, have save stations like you would in so many games out there (Tomb Raider, Metroid Prime, Symphony of the Night), but then also allow for quick saves. Purists would only use save stations if they wanted the added challenge. However, those who don't will still be able to enjoy the games content.
 

Signa

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I just wish games had quicksaves again. I like being able to say when I want to save, and when I want to load. It becomes a game mechanic, remembering to keep my progress in a difficult area.

I also despise checkpoints. It's one thing to auto-save at the end of a level, but checkpoints are hardly ever when I'd hit the quicksave button. It's always at the beginning of a long corridor before a hard fight instead of at the end of it. That means walking that boring-ass corridor every time you fail the game ahead. I don't need a quicksave or checkpoint after I've killed every two baddies, but let me choose when I want to stop repeating things that are of zero consequence.
 

Pariah Dog

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An interesting look on the way things have changed in gaming. I grew up hearing the motto "Save early, save often" and now such prudence is apparently called "save scumming" which was a term used for roguelikes exclusively. Now it seems with the influx of checkpoint based save games all over the place the new crowd of gamers sees "Save anywhere" in the same light as "witchcraft" Of course games were quite different then. You could literally fail hours later because of a choice you made in the first half hour.
 

tippy2k2

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CannibalCorpses said:
Thats a good way of explaining why hardcore players are almost always the best...they keep trying and learning until they can get past the problem. The reason they end up on a higher table is because many other people try to take whatever advantage they can and skip parts of a games challenge wheras the hardcore player has intimate empyrical knowledge of every section having bashed their heads against it enough times.

I can see your opinion...you 'could' do it but don't have the time...but that doesn't compare with 'has' done it and that is why hardcore players always come across as the best.
Wait...I'm confused here.

How is it that they are getting better because they keep playing the part until they finally get past it but when I do the same thing (I just save right after getting past the problem so that I don't have to keep doing the same problem over and over and over again), I'm not? We've both completed the same exact section with the same exact skill sets.

Unless our definitions of save stating are different, save stating doesn't let me skip past the challenging parts...
 

Mike Fang

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I admit I've been guilty of save scumming a few times; mostly it's been either in RPGs where I wasn't sure if the choice I was about to make was going to wind up doing more harm than good within the game world or in FPS's (like Half-Life) if I was about to go into an area I expected a serious firefight or to have to cross dangerous terrain. I've tried to avoid doing it these days, though it's very tempting in a jumping puzzle to save after each jump. Hell, in RPGs, I still typically have a separate save file (when I can) for saving right after leveling up so I can redo my skill points for that level if I find I didn't chose them wisely.

It's hard to say, for me, where the line should be drawn. I think saving before a tough battle or going into a dangerous location is only fair. However, if you make it through by the skin of your teeth, you shouldn't immediately reload and redo the battle until you win handily and with the least amount of loss. If you got beat to hell by a fight and are left in a really tough spot afterward, that's the challenge of the game; work with it, be tactical, try using a strategy besides run-and-gun or a Leroy Jenkins-esque charge into the next fight.

With RPG's its a bit tougher to know when to apply saving and loading to your strategy. This is because these games have more plot and sometimes things change based on your decisions and actions. Sometimes bad things will happen, but not so bad you can't continue. You turned in the thief for stealing crops from his neighbor...but now his family is going hungry while he's in jail. You help the wizard bring his murdered daughter back from the dead...but in doing so you had to steal a holy relic from a druid circle and now the druids' sacred grove has withered and died. It's oh-so-tempting to go back and undo what you've done when you discover what you did with the best of intentions came with a higher price than you expected. In real life, we all wish we had a reset button for when we screw up, but we recognize mistakes as learning experiences and move on. With RPG's you actually HAVE a reset button...but the question is, should you use it? It's not realistic to just say "crap, that didn't go right...do over!" But at the same time, I think if reality -did- allow us to go back in time with the lessons we've learned, we would to avert the damage we'd unintentionally do.

In the end, these days I'd say playing an RPG that way is probably not the way they're intended. It's "meta gaming," basically; taking yourself out of the immersion and looking at the game not in terms of an interactive story where you're the protagonist, but as a game where you're keeping score on how well you do, which you judge by how much good you do (or in some people's cases, how much havoc you cause). In a story, particularly a fantasy story, the hero doesn't just hop back in time to undo each mistake he makes. If he does try to undo a mistake, it's usually a major story arc involving time traveling magic and typically ends with the lesson that trying to change the past causes more trouble than it fixes. Yeah, little cliche, but that's how it usually goes. Point being, when you've got a plot-rich game decisions that have non-game-ending consequences were meant to go the way they did. Don't reload just because things didn't turn out the way you expected or wanted; try to look at it as a turning point in your character's story and apply what you learned to later decisions.
 

Auron225

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Sometimes it's more satisfying to save scum and beat something with less effort than it is to repeat the same area/level/section for the umpteenth time. It gets to the point where it's not fun anymore, it's just annoying and you want it finished with.
 

balladbird

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Honestly, if you're not playing online, or otherwise cheating real people, the only "line" in saving is wherever you want it to be. As long as you're having fun, methodology shouldn't really be a factor.

For instance, if I'm playing through a game of, say Dishonored, and trying to complete a very precise goal, like a no-kill or no-alert playthrough, Sticking to just the autosaves would make the game entirely too frustrating to be enjoyable, so I'll save frequently, usually every time I clear a room. It's more important for me to enjoy my time with a game than to make sure I'm being ethical in my saving

So long as I don't immediately go online afterward and brag that I just cleared the game under impossible circumstances, in which case I'm begging for karma to come kick me in the joybox. Long as I'm not, I don't mind if other self-professed hardcore gamers think I'm being a weenie.
 

Tohru_Readman

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If a game has auto-save great, if not save-states are fine too. I don't see a problem with reloading a save, if you want to re-do a battle/level/event. I have done that a couple of times with the Fire Emblem series.