The bottom line
Players only play past their mistakes when the game itself makes reloading pointless, because a manual's plea to "let it play out" changes nothing. Designers can do this by locking saves, keeping setbacks small, rewarding no perfect play, and making failure as fun as success.
Key takeaways
- Players will undo their mistakes if the game lets them, so the design has to stop it. 0:40
- Bethesda's Daggerfall manual asked players not to replay saves, saying you "will never see some of the most interesting aspects of the game unless you play through your mistakes."
- Soren Johnson's line: "given the opportunity, players will optimise the fun out of a game."
- A wide failure spectrum makes setbacks tolerable, so a mistake is not worth a reload. 2:16
- In Metal Gear Solid V, a spotted guard first investigates, then you get slow-mo to shoot him, then he must call for backup, and you can still escape or fight.
- You only die if you fail every one of those steps, so a mishap just moves you a little down the spectrum.
- Small, unpredictable, recoverable setbacks push players to improvise instead of reload. 4:28
- Far Cry 2 throws jammed guns, malaria attacks and broken-down cars at you, which bounce you from execution back to planning.
- Clint Hocking: "It is exactly because the loss is small and unpredictable that players don't attempt to reload the game to escape it."
- Rewarding perfect play or punishing errors drives players back to their saves. 6:14
- In XCOM, losing soldiers means weaker rookies and harder missions, which creates a spiral that makes save scumming feel necessary.
- Making failure as interesting as success helps, as in Shadow of Mordor, where an Orc captain who killed you remembers you later.
- Removing the ability to reload is the simplest fix, and it makes risks weigh more. 7:27
- Darkest Dungeon constantly saves over your file, so you must live with bad decisions and awful dice rolls.
- Dark Souls lets you suspend the game anywhere, but deletes that save when you resume, so you can't rewind a silly mistake.
It is exactly because the loss is small and unpredictable that players don't attempt to reload the game to escape it.
Clint Hocking, game designer
Chapter summaries
0:00 Why a plea in the manual fails
Asking players to accept their mistakes does nothing, so the intention has to be built into the game.
- Save scumming erases mishaps and the stories they would have made. 0:55
- It means reloading when spotted in stealth, when a team member dies, or after a bad dice roll.
- What gets lost are tales like a near-death comeback or killing a panicked guard just before the alarm.
- The manual says a replayed game ends up looking like an endless streak of lucky breaks and perfect choices.
- It still allows a reload on character death, but not for a caught pickpocket or a failed quest.
- An intended experience has to live in the game, not the manual. 1:40
- The design question is how to make players not want a quick-load at the first adversity.
- The hoped-for result is players who carry on past setbacks and see the game's most interesting parts.
- One example is sadly moving the story on after losing a favourite party member.
2:06 Widening the failure spectrum
When setbacks are small and reversible, players have no reason to reload.
- Every game has a failure spectrum, and a generous one makes setbacks tolerable. 2:16
- Tom Francis, creator of Gunpoint and Heat Signature, coined the term for the states between perfect success and total failure.
- XCOM runs from a clean win, to two injured units, to no survivors.
- Some games simply have a much wider spectrum than others.
- Metal Gear Solid V is Francis's example of a wide one.
- A spectrum can be reversed, so good play can climb back toward success. 3:46
- Far Cry 2 is generous thanks to its big health bar, many healing syringes and a buddy who gives an extra chance after death.
- Its designers wanted a plan to neither fully work nor fully fail.
- Hocking first wanted intentionality, with a planning phase of scouting guard patrols and escape routes, then an execution phase.
- He calls the resulting play improvisational.
5:05 Setbacks shift your goals
Playing past a mistake forces a change of goal, and that keeps a single playthrough dynamic.
- Adversity pushes players between planning and execution. 5:14
- In a shooter, damage moves your focus from combat to cover, health packs or crafting a medkit.
- In stealth, being spotted means fleeing to cover or fighting the old fashioned way.
- This only works if players don't reload the moment they are thrown off course.
- Setbacks must be easy enough to turn around, so the player can claw back to victory.
6:14 Perfect play must not pay
Players reload when mistakes make the rest of the game harder.
- Rewards for perfection are fine only when they are aspirational. 6:21
- Ranks and achievements for never being spotted do no harm to skilled players.
- A mistake that makes later play much harder sends players to their saves.
- Losing soldiers in XCOM creates a positive feedback loop of death and failure.
- With no tactical benefit for perfect play, and meaningful outcomes for imperfect play, players roll on naturally. 7:08
7:21 Take away the reload
| Darkest Dungeon | The Long Dark | Dark Souls | |
|---|---|---|---|
| When it saves | Constantly, over your file | The moment something bad happens | Bonfires; suspend anytime |
| Rewind a mistake? | Near impossible | No, you resume at the crisis | No, suspend save is deleted |
| Design intent | Live with bad rolls, weigh risks | Keep you in the drama | Allow breaks without undoing |
Designers must enforce playing on, because players won't do it alone.
- Saves that can't be rewound make every risk weigh more. 7:34
- Red Hook wanted players to live with bad decisions and awful dice rolls.
- They also wanted players to struggle over whether to take a risk.
- Tyler Sigman: Permanent consequences were what we were after.
- He called the save system really really mean.
- Autosaving at the worst moment keeps players in the drama. 8:19
- The Long Dark saves the moment wolves attack or you hurt yourself.
- Console games already do this, relying on save points and checkpoints.
- Awesome stories occur when things go horribly wrong. 9:12
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Players save scum when a mistake feels too costly, so designers have to build the desire to play on past failure into the game itself, not into the manual. The Far Cry 2 setbacks, Metal Gear Solid V's wide failure spectrum and Darkest Dungeon's always-on autosave show different ways to do it.
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