Defying Design: The Safety Net
May 2, 2011 12:00 AM |
['Defying Design' is a bi-weekly GameSetWatch-exclusive column by Jeffrey Matulef analyzing gaming conventions and the pros and cons of breaking them. This week's column analyzes the role of save systems.]
Games are a strange activity. It's something we do for leisure, but when our progress is lost it suddenly becomes "work" to reclaim it. On the whole, games have become increasingly generous with what we have to repeat upon failed attempts.
In the olden days, losing a game of Contra meant we'd have to start all the way back at the beginning. Mega Man had a password system, but it didn't help when the entire final third of the game was lumped together under the same code.
Having recently played Might & Magic: Clash of Heroes HD I was delighted to learn that I could save between each and every battle (except for a couple late game bosses). Had Persona 3 included such a feature I probably wouldn't have given up after losing the better part of an hour's progress to an ill-timed random battle. Initially, I felt like this was such a good idea that all games should allow the option to save at anytime.
Of course, these absolutes are always followed by a string of exceptions.
The ugly side to being able to save at any time (i.e. quick-saving) is that it reduces challenge and tension. If you know death is not the end there's little reason to play cautiously since you'll only be sent back a short ways upon failure. After all, a man with nothing to lose has nothing to fear.
Categories: Column: Defying Design



