Save Scumming

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Revision as of 14:13, 19 November 2015 by Staffan Björk (Talk | contribs) (Consequences)

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Overuse of saving and loading possibilities in games that replay taking on gameplay challenges.

This pattern is a still a stub.

Examples

All Computer Games that allow

Mini Games


link to these: http://tvtropes.org/pmwiki/pmwiki.php/Main/SaveScumming and http://www.gamasutra.com/blogs/EricSchwarz/20120113/90898/The_Save_Scumming_Problem.php The expansion "Throne of Bhaal" to the Baldur's Gate series mocks Save Scumming through having a NPC group use it against players.

Anti-Examples

Rogue, Nethack, and Dwarf Fortress


Using the pattern

Save Scumming requires players to have the possibility to extensively make use of loading Save Files and to a lesser degree being able to create Save Files, so the pattern builds upon the ability of players to manipulate Save Files and do Save-Load Cycles.

As a Negative Pattern, Save Scumming may be something that is more often designed again than for. One of the most common ways, shown by the Roguelikes above, is to have only allow each player on Save File (i.e. putting a Resource Cap on the number of Save Files).

While the purpose of Difficulty Levels can be ruined by players performing Save Scumming, creating Difficulty Levels on the right premises can instead focus players on trying to overcome the challenges poses by a game through gameplay. Therefore, modifying how Difficulty Levels are created can be used as a way to mitigate Save Scumming if it has been detected in a game. The Throne of Bhaal example given above also shows how narration can be used to expose players to negative views on Save Scumming.

Consequences

The main reason Save Scumming is perceived as a Negative Pattern is that it makes the design of Difficulty Levels, Permadeath, and Surprises void or invalid. Further, it gives rise to players engaging in Excise built upon Extra-Game Actions that amounts to Grinding. None of these things are probably wanted by players, so Save Scumming is typically seen as a design problem (or a player behavior problem).

Relations

Mini Games

Can Instantiate

Excise, Extra-Game Actions, Grinding

Can Modulate

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Can Be Instantiated By

Save Files, Save-Load Cycles

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Difficulty Levels, Permadeath, Surprises

Save Files when used together with Resource Caps

History

New pattern created in this wiki.

References

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Acknowledgements

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