Shelf Moments: Save Systems
Wednesday, August 30th, 2006Inspired by the comments for the last post on shelf moments, I’ll give save-induced shelving its due.
Jennifer brought up New Super Mario as an example: you can only save after beating certain types of levels (the harder ones), or you can hackily “purchase” a save by spending coins to unlock an area. The result is that the more expert NSMB players never have to replay an area– but the people already struggling with the game get to repeat the same areas over and over again, just to reach the boss and die again.
(As an aside, NSMB is a great counterexample to the popular opinion that Nintendo is going for casual gamers and non-gamers. Super Mario Galaxy will be another: its intricate control scheme is about as hard core as console games get nowadays.)
Modern save system failures, for the most part, can’t hold a candle to the fantastically punishing systems of old (excluding Steel Battalion, which deletes your saves if you die). The original system, of course, was no save at all: run out of lives on the last boss, and you get to replay the whole game from the beginning. Beating a game was an accomplishment, a testament to your mad gaming skillz. Everyone was happier this way– except maybe they weren’t.
One of my very first shelf moments was playing Wasteland. Its flaw: a single save, which automatically saves whenever you change zones. The moment: my party, about 20 hours in, slips crossing a river while in a sewer. The rushing waters take them away, right out of the zone– saving the game– and outdoors, where they’re dashed against rocks and killed. Load game: dashed against rocks, killed. No escape, restart from scratch. I learned my lesson, and when I replayed the game years later, I frequently made backup copies of my save. My friend Erik (well, one of them) even automated the process to do it for him every 15 minutes.
Why do I still remember this? Because Wasteland was one of my favorite games, truly amazing in many other respects. And because the same thing happened to me again with a newer game: Escape Velocity Nova, which saves over your single game every time you land (gigantic army waiting to kill you or no).
Let’s assume that those egregious cases are errors. Let’s assume that it’s only the less pathological cases like New Super Mario that designers will consciously subject us to. Cases like Metroid Prime: Hunters, which allows you to replay from frequent checkpoints, but doesn’t actually allow you to save at them (don’t run out of power for your Nintendo DS!). Or like Final Fantasy, which sprinkles its save points with great reserve: the better to force multiple pre-boss cutscene viewings.
Why do they do it? Why do designers force us to re-defeat levels we’ve already completed? Why do they force us to see dialog we’ve already seen? Why do they force us to play for longer than we’d like, in order to reach the next save point? What are the reasons, justifiable or not, for these sometimes shelf-moment inducing save systems?
I’ve got a couple ideas of my own, but I don’t think I really get it. So please, help me out in the comments!

Moment-to-moment gameplay is a top-down 360 degree space shooter, complete with
saving you the dreaded