Difference between revisions of "Save scumming"

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Some games rely on save scumming for the player to progress. For example, in ''[[Space Quest I: The Sarian Encounter]]'', the player has to use a slot machine in order to get more money, however, a common slot configuration kills the player, and it is likely the player will die several times before winning the necessary amount of money. To continue in the game, the player is expected to save before using the slot machine, reload after each negative result, and save after each payout. The process is then repeated until the player has enough money.
 
Some games rely on save scumming for the player to progress. For example, in ''[[Space Quest I: The Sarian Encounter]]'', the player has to use a slot machine in order to get more money, however, a common slot configuration kills the player, and it is likely the player will die several times before winning the necessary amount of money. To continue in the game, the player is expected to save before using the slot machine, reload after each negative result, and save after each payout. The process is then repeated until the player has enough money.
  
==Ruining Save Games==
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==Saving Yourself Into a Corner==
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On particularly bad side-effect to save scumming is saving your game in a state when there is no chance of winning. For example, in ''[[Doom]]'', you can save your game when an rocket is inches from your head, and you're low on health.
  
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Many games help prevent this from happening by not allowing you to save when there is imminent danger near by, or you're already in a sequence that is going to kill you.
  
 
==Examples==
 
==Examples==

Revision as of 11:30, 12 March 2019

Save scumming is a video game term which refers to saving and reloading until you get a favorable outcome. It is very common in games where you are allowed to save your progress at any point.

In general, I find save scumming to be poor design, although I still prefer it over permadeath. Save scumming replaces challenge with tedium, and, when it is allowed, it is usually employed because most players would rather deal with the tedium of saving and reloading dozens of times than restarting the game from the beginning.

Save Scumming As a Game Mechanic

Some games rely on save scumming for the player to progress. For example, in Space Quest I: The Sarian Encounter, the player has to use a slot machine in order to get more money, however, a common slot configuration kills the player, and it is likely the player will die several times before winning the necessary amount of money. To continue in the game, the player is expected to save before using the slot machine, reload after each negative result, and save after each payout. The process is then repeated until the player has enough money.

Saving Yourself Into a Corner

On particularly bad side-effect to save scumming is saving your game in a state when there is no chance of winning. For example, in Doom, you can save your game when an rocket is inches from your head, and you're low on health.

Many games help prevent this from happening by not allowing you to save when there is imminent danger near by, or you're already in a sequence that is going to kill you.

Examples

This is not meant to be an exhaustive list, but rather to showcase certain popular games that allow save scumming.

Title Notes
Diablo You can save anywhere at any time, and it's beneficial for saving money when identifying items.
Doom You can save anywhere at any time.
Half-Life You can save anywhere, but the game also frequently auto-saves for you.
Space Quest I: The Sarian Encounter Save scumming is practically necessary at the slot machine.
Wolfenstein 3-D You can save anywhere at any time.

Avoiding Save Scumming

Don't Allow Saving

This is the easiest way to prevent save scumming, although this is undesirable in long games. Games like Blaster Master, Super Mario Bros., and Bionic Commando are fairly long games without any saving options at all.

Reloading Sets You Back

Some games allow you to save at any point, but don't let you restart the game exactly where you saved. For example, in The Legend of Zelda, the player can use the second controller to enter the save menu and save the game at any time. However, doing so takes you back to the game's main menu, and, when you reload your game, you will retain any treasures you collected, but you will not be returned to where you saved, rather the game's starting room.

Automatic Save Scumming

Some games make save scumming less appealing by automatically saving the game in regular intervals, and then reloading when the player dies. Games like Shadowgate and Half-Life still allow you to save whenever you want, but since dying takes you back to the last auto-save, you're never really set back very far. Because of this, save scumming isn't really necessary, although it is still beneficial to reload when you take a lot of damage or waste a lot of ammo, but don't die.

Designated Checkpoints

I prefer games that use a checkpoint system where saving is only allowed at various points throughout the game. This retains the game's challenge because players must successfully complete entire segments, but also doesn't force players to have to complete a game in a single sitting. This form of saving is used in games like Final Fantasy VI and Super Metroid.

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