THE CRAVE GAMING CHANNEL
V'lanna
 






Affiliates

@ RPGShop.com
AnimeBooks
AnimeNation
GameMusic.com
Play-Asia.com

R P G A M E R . C O M   -   E D I T O R I A L S

A Few Good Points About Save Points
!
!

Raggie
FAN EDITORIALIST



REBUTTAL TO: Would you Like to Continue?

You've been playing for an hour before you die. It wasn't a big monster, but it was lucky enough to put “confuse” and “poison” to your entire party and all you could do was to watch your characters beat each other to death. You sigh deeply when you load your previous save game, and then realize that there weren't any save points since you started and the past hour you spent on the game was all for nothing. You curse for a while, and then think if you really want to go through that part again. You don't, and decide to continue some other day when you are not feeling as frustrated.

I'm sure any console RPG player has had many experiences like this, and I'm pretty sure that most of the time it's one of the most annoying and frustrating parts of the game. But most gamers don't even come to think of exactly why they hate dying so much. It's not the dying, folks. It's save points.

It's one of those things that people are so used to that they don't even really think about it. Many console RPG players started with Nintendo or Super Nintendo, and back then it wasn't even given that you could save your game at all. Many console RPG players have never played computer games, so it doesn't even feel very natural to save any time you like. For us who play with PC as well as consoles, the limited save system is console RPGs feels as unnatural as it is annoying. We already know what it's like to play an RPG with unlimited saving, an auto-save and a quick save slot, and playing a game that doesn't let you save any time you need feels like going back to stone age.

There are no technical reasons for save points, it is nothing but a design decision. Even Phantasy Star 1 for Master System had unlimited saving, and that was an 8-bit machine. So, why do game companies insist in using save points when they clearly have no need for it? Sadly, Japanese RPGs are not known for innovation in gameplay design. Using save points is one of those useless traditions that everybody follows simply because they don't even come to think of having any alternatives. Using save points is an attempt to add some kind of challenge to console RPGs, which are not exactly known for difficulty.

I can imagine many of you are thinking right now that eliminating save points and letting the player save freely would make RPGs too easy. Not true, and I can prove it! Just try playing Icewind Dale, Baldur´s Gate or just about any PC RPG and come to tell me those games are too easy! Computer RPGs are many times more difficult than console RPGs, even when you can save any time exept in the middle of battle. For all the years of playing RPGs, I've never met a PC gamer who complains that unlimited saving is making RPGs too easy. Here is the truth: limited saving and difficulty level have nothing to do with each other! All that limited saving does is make the player go through the same parts over and over again. This is not fun, and games are supposed to be entertainment. Ask this from yourself: how much fun is it to play the same areas again, when you could be exploring new areas instead? Hard battles are hard battles, even if you can try them again in a second after you die. It doesn't make a hard battle more of a challenge if you need to kill weak monsters for 15 minutes before you can try to beat the hard part again, it just makes the whole process longer more frustrating. Limited saving is a completely wrong and useless way to make games longer and harder. It adds repetition, not difficulty.

I've already discussed frustration, but there are other problems that are connected to save points. For one, save points are effectively preventing console RPGs from developing any real difficulty. Japanese RPGs are known for being so easy it's almost silly, and I can just about imagine how that happened: game companies found out that the most annoying thing in their games was dying, so they decided to make the games easier. It didn't take long for RPGs to become so easy that it was nearly impossible to die. (Sidenote: Phantasy Star 1 had unlimited saving and Phantasy Star 2 was one of the hardest 16-bit RPGs there ever was. Was PS2 a difficult game because gamers didn't complain about dying in PS1?) I guess nobody even had the idea that the problem wasn't the difficulty itself; the gamers simply didn't like playing the same parts again and again. I can tell you that dying in Icewind Dale or other PC RPG isn't as annoying as dying in Final Fantasy X, because with one hit of a button you can try the hard part again. Is this also part of the reason why PC RPGs can have battle systems that require thought and strategy, while console RPGs have traditionally very simplistic battles that need very little effort? After all, it's so much more annoying to die when every battle takes real effort to win.

The other major problem with save points is that they make RPGs suitable for mostly hardcore audience. It takes some dedication when you continue your game and you know that you can't stop playing for perhaps more than an hour (the longest time between save points that I have encountered has been 1 hour 40 minutes). Believe it or not, but most people don't want and don't even have the possibility to spend so much time with a game on one sitting. For many of you it is not a problem, but wait until you have a couple of kids and a job, and you are responsible for your own dinners and laundry. Most adults don't have many hours per day just for themselves, and for them it's much more annoying when their time gets wasted on re-playing long parts of a game because they couldn't save. Sometimes you simply can't spend 20 minutes longer on a game than you expected. When your kids need dinner or your work shift begins in 30 minutes, you can't just say “let me find a save point first!” you need to stop playing now. Because of save points, RPGs are less desirable for a lot of people, especially adults. This causes two things: less RPGs are being made (because not so many people are buying them) and most of them are made for teen tastes.

Save points are truly the bane of console RPGs. They exist only because people don't think there is a better alternative, but there is. Don't let the game creators get away with it so easy, and start demanding game design that makes sense.




© 1998-2008 RPGamer All Rights Reserved
Privacy Policy