Embracing Save Scumming: How Indie Devs Can Turn a Perceived Weakness into a Strength
Alright, let’s talk about a little secret, a shadow that lurks behind even the most meticulously crafted game narratives: save scumming. We’re not here to wag fingers or preach about “playing the game the right way.” Instead, I want to challenge the conventional wisdom that preventing save scumming is the ultimate goal. What if, instead of fighting against it, we embraced a more subversive approach? What if, as indie developers, we could turn this perceived weakness into a strength, crafting experiences that are richer and more meaningful because of, not in spite of, the player’s desire to rewind time?
The Futile Fight Against the Reload Button
For years, the industry has waged a silent war against the “save scummer.” We’ve seen attempts to limit saves, introduce permadeath mechanics, and even implement systems that punish players for reloading. Think of Fire Emblem's classic permadeath, a brutal but effective way to force players to live with their choices. Or consider the roguelike genre, where death is a core mechanic, a learning opportunity rather than a setback. But these approaches, while valid for specific genres, often feel restrictive, even punitive, to players accustomed to more forgiving systems.
Is this fight worth fighting? I argue it’s a battle we can’t truly win, and perhaps, one we shouldn’t even be engaging in. The desire to optimize, to see all possible outcomes, is deeply ingrained in many players. Trying to brute-force that desire out of existence often leads to frustration and a feeling of being cheated, ultimately diminishing the player’s enjoyment.
Let’s be honest. Even with the strictest save systems, determined players will find ways to circumvent them. They’ll back up save files, use external tools, or simply resort to meticulously documented walkthroughs. The energy spent on these countermeasures could be better directed towards crafting a more compelling and nuanced experience.
The Illusion of Choice: A Masterclass in Narrative Deception
So, what’s the alternative? The answer lies in crafting games where the illusion of choice is just as, if not more, compelling than the “perfect” outcome painstakingly achieved through save scumming. This means designing morality systems that are less about black and white, good versus evil, and more about shades of gray, about navigating complex situations where every choice has consequences, intended or otherwise.
Imagine a game where you’re presented with a seemingly simple moral dilemma. You choose one path, reload, and choose the other. Both options appear to lead to a positive outcome, perhaps with slightly different rewards. But what if, further down the line, the consequences of your earlier choice ripple outwards in unexpected ways? What if that seemingly insignificant decision dramatically alters the narrative, opening up new possibilities and closing off others?
This isn’t about punishing the player for save scumming. It’s about creating a web of interconnected consequences that makes the “perfect” outcome impossible to achieve. It’s about showing them that every choice, even the seemingly inconsequential ones, has a ripple effect, shaping the narrative in ways they couldn’t have predicted.
This approach requires careful planning and a deep understanding of your game’s narrative structure. It means designing choices that have both immediate and long-term consequences, consequences that are not always immediately apparent. It’s about creating a sense of uncertainty and ambiguity, where the “right” answer is not always clear, and where even the best intentions can lead to unintended outcomes.
Case Study: The Witcher 3 - Embracing the Gray Areas
CD Projekt Red’s The Witcher 3 is a masterclass in this approach. While the game does allow for save scumming, its true strength lies in its morally ambiguous choices and the far-reaching consequences that stem from them. Players are constantly faced with difficult decisions, often with no clear right or wrong answer.
Take, for example, the Baron’s questline. Geralt is tasked with finding the Baron’s missing wife and daughter. As the quest unfolds, the player uncovers a dark and complex story of abuse, addiction, and regret. There’s no easy solution, no perfect ending. Every choice the player makes has significant consequences, shaping the fate of the Baron, his family, and the surrounding community.
Save scumming in this scenario might allow you to see different outcomes, but it won’t necessarily lead to a “happier” ending. In fact, it might only serve to highlight the inherent tragedy of the situation, reinforcing the idea that some wounds cannot be healed, some mistakes cannot be undone. The Witcher 3 doesn’t punish you for save scumming, but it subtly encourages you to accept the consequences of your actions, to embrace the imperfect beauty of the narrative.
Building Nuanced Morality: A Step-by-Step Guide
So, how can indie developers implement these nuanced morality mechanics in their own games? Here’s a step-by-step guide to get you started:
Focus on Character Motivation: Don’t just present the player with choices; show them why the characters are making those choices. What are their motivations? What are their fears? The more the player understands the characters, the more meaningful their decisions will become.
Embrace Ambiguity: Avoid black and white morality. Instead, focus on shades of gray. Present the player with dilemmas that have no easy answers, where every choice has both positive and negative consequences.
Create Interconnected Consequences: Design choices that have both immediate and long-term consequences. These consequences should ripple outwards, affecting the narrative in unexpected ways. Use a flowchart or a similar tool to map out the potential outcomes of each decision.
Don’t Punish Save Scumming Directly: Avoid mechanics that explicitly punish the player for reloading. Instead, focus on creating a compelling narrative that encourages them to accept the consequences of their actions.
Provide Meaningful Information: Give the player enough information to make informed decisions, but not so much that the outcome is predictable. Leave room for interpretation and speculation.
Focus on the Journey, Not the Destination: The goal is not to achieve the “perfect” ending, but to experience a meaningful and engaging journey. The narrative should be compelling enough that the player is willing to accept the consequences of their actions, even if those consequences are not always desirable.
The Pitfalls to Avoid: Common Mistakes in Morality Design
Designing nuanced morality systems is not without its challenges. Here are some common pitfalls to avoid:
The Obvious Good/Evil Choice: Players can see these coming a mile away, making the choice feel superficial and meaningless.
Arbitrary Consequences: Consequences that feel unrelated to the player’s actions will break immersion and undermine the narrative.
The “Right” Answer is Too Obvious: If the “correct” choice is too apparent, save scumming becomes a simple matter of trial and error, defeating the purpose of the system.
Lack of Player Agency: If the player feels like their choices have no real impact on the narrative, they will lose interest.
Forgetting the Human Element: At the end of the day, morality is about human relationships and emotions. Don’t forget to focus on these aspects when designing your morality system.
Real-World Applications: Examples Beyond The Witcher
While The Witcher 3 is a prime example, other games have successfully implemented nuanced morality systems. Consider Disco Elysium, a detective RPG where your choices shape not only the world around you but also your own character. The game doesn’t judge you for your decisions, but it does force you to live with the consequences, creating a deeply personal and often uncomfortable experience. The internal struggles of the main character are masterfully interwoven with the external investigation, making even seemingly small choices feel weighty.
Another example is Life is Strange. The game’s time-rewinding mechanic initially seems to encourage save scumming. However, the narrative cleverly subverts this expectation by showing that every action, even those intended to do good, has unforeseen consequences. The game forces the player to confront the limitations of their power and the difficult reality of making impossible choices.
Papers, Please offers a different perspective. You play as a border control inspector in a dystopian country, forced to make difficult decisions that impact the lives of those seeking entry. There’s no easy way to play the game; every choice involves a trade-off, a sacrifice. The game masterfully creates a sense of moral ambiguity, forcing the player to question their own values and beliefs.
Actionable Insights: Elevating Your Game’s Morality System
Beyond the general principles, here are some actionable insights to help you elevate your game’s morality system:
Implement a “Butterfly Effect” System: A visual representation of how player choices ripple through the narrative can be incredibly powerful. Consider a branching flowchart that updates in real-time, showing the player the potential consequences of their actions.
Use Environmental Storytelling: Subtle details in the environment can hint at the consequences of past decisions, creating a sense of continuity and immersion. For instance, a town that prospered due to the player’s generosity, or a landscape scarred by their destructive choices.
Introduce "Unreliable Narrators": Characters who provide biased or incomplete information can create ambiguity and encourage the player to question their own perceptions. This forces them to dig deeper and make more informed decisions.
Design "No-Win Scenarios": Present the player with situations where there is no perfect outcome, forcing them to make difficult choices and accept the consequences. This can be incredibly effective in creating a sense of moral complexity.
Utilize "Hidden Stats": Track the player’s actions and adjust the narrative accordingly, even if those actions are not explicitly revealed to the player. This can create a sense of realism and make the world feel more reactive. For example, a hidden “reputation” stat could influence how NPCs react to the player, even if the player is unaware of its existence.
Beyond the Binary: A New Era of Moral Choice
The future of morality systems in games lies in moving beyond the simplistic binary of good versus evil. It’s about embracing complexity, ambiguity, and the inherent messiness of human experience. It’s about creating games that challenge players to think critically about their choices and accept the consequences, even the imperfect ones.
As indie developers, we have the freedom to experiment and push the boundaries of game design. We can create experiences that are truly unique and meaningful, experiences that resonate with players on a deeper level. By embracing nuanced morality mechanics, we can transform save scumming from a perceived weakness into a powerful storytelling tool, crafting games that are richer, more engaging, and ultimately, more human.
Let’s not fight the reload button. Let’s embrace it, and use it to create games that are truly unforgettable.
Remember the feeling you got the first time you realized a seemingly insignificant choice had major ramifications later in a game? That’s the feeling we’re aiming for. That’s the feeling that makes games more than just interactive entertainment; it makes them powerful, transformative experiences.
So, go forth and create worlds that aren’t afraid of the gray areas. Craft stories that are messy, complicated, and full of difficult choices. Let your players save scum if they want to, but make sure the journey is so compelling, so nuanced, that they ultimately accept the consequences of their actions, even the ones they can’t rewind. That, my friends, is how we truly win the game.