Where is that Damned Save Point?
by Peter on Feb.11, 2009, under Opinions, Rant
Save points have existed for a while in jRPGs, but what is their real purpose? I know it’s something we don’t see nowadays so much but there was a time where save points were existent many video games. Personally I though save points were one of the worst ideas ever, and now that we are able to save anywhere in most games, I’m not sure why some games decide to use them. There is something to be said about the level of suspense and success feeling when you come upon a save point but there’s more wrong with the idea, then there is right with the idea. The pros have already been stated: easier to code, adds some level of suspense, and surprise, but let’s weigh down the cons to it.
- Ruins the surprise of a big event
You know what I mean. You’re fighting your way through a massive dungeon and suddenly you see a savepoint, you know that something funky is about to go down. Either you know that you’re going to be facing some kind of boss, of you’re half way through the dungeon, which can be kind of depressing if the dungeon is fun. Though save points ensure you save before possibly getting your ass kicked, it ruins the surprise.
- Pressured to find a save point when playing for a while
This point is also a no-brainer, you’ve been playing for an hour or so and you’ve gotten far, the first thing you want to do is save your progress. Well what happens if you’re cut low on time? If for some reason you have to go somewhere and you don’t have time to find a save point? What then? Then you have to force yourself to continue playing or start again another time.
- Some save points disable the ability to backtrack
Now I never saw the appeal of doing this. Why would a developer not want you to backtrack to explore the game more? It’s like asking someone into your home then restraining them to the backyard, you have no good reason to do it unless you hate your consumer.
Dynamic saving (saving wherever you like) is the best option, it’s not baby-ing your consumer. It’s giving them the ability to save for themselves, so they can take the responsibility to save wherever needed. If you didn’t save for an hour and then you lose a boss fight, then too bad, it teaches you to save more frequently, and personally I like a game a lot better when I’m given as much freedom as possible.

February 11th, 2009 on 10:26 pm
Its ironic that you would say that dynamic saving is the answer when you still face the exact same problems. Seeing as you know a boss fight is going to happen eventually, it forces you to save neuroticlly as a means to prevent you from wandering into a boss battle you knew was coming but wont have time to prepare for properly. It also takes away from the urgency that makes the game exciting when you are down on your luck and you need a save point more desperately than water in a desert. Obviously different games require different systems, but Focal JRPG save points are just fine with me.
February 12th, 2009 on 3:15 am
I think it’s also to help the player not get stuck at certain points. There are simply some points where if you save, you can’t get back, and you’ll be stuck. If you’re under-levelled at that point, you could be forced to restart the game.
February 12th, 2009 on 7:41 pm
Maybe it’s just my perspective then, see I really hate when I’m timed in anything, and I see save points as a kind of timed thing. When I have a set time to play, I don’t like running around looking for a save-point. Dynamic saving is convenient. Though I suppose the best way would be to implement both.