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Gaming Maladies, Part Three: Save-itis

26583_1404714564368_1427496717_31101969_389938_n
Sunday, August 23, 2009

Save-itis (n.) - Mental inflammation caused by exposure to games with faulty save systems. Carriers of Save-itis are usually identified by the following symptoms:

 1.) Excessive distance between save points.

2.) Long levels with no checkpoints.

3.) Lack of autosave.

4.) Refusal to let the player save whenever he or she damn well wants to.

Provided Save-itis is diagnosed quickly and all blunt/sharp objects are removed from the patient's vicinity, the disease is quite treatable, and has a nearly 95% survival rate. Effective treatments include meditation, software transfusions, and going outside.

Modern science has identified three types of Save-itis.

 

Type A: Software-Driven Save-itis

("Effing Bullcrap!" Save-itis)

Type-A Save-itis occurs after a gamer is exposed to software exhibiting any combination of the characteristics listed above. These are games that, through incompetence of design or overconfidence in the abilities of their players, either fill the spaces between save points with tasks of varying degrees of impossibility, or make these spaces so wide that a player cannot successfully navigate them without a good night's sleep, a case of energy drinks, and a colostomy.

Other carriers of Type-A Save-itis force players to go so far out of their way to save their progress that the act of saving becomes inconvenient, and players are forced to either play the same portion of the game over and over, or yo-yo back and forth between missions and save points. When made to choose between these two options, many players choose to play a different game.

Side effects include paranoia, swearing, fidgeting, and keeping multiple save files "just in case".

Known carriers of Type-A Save-itis include: Dark Cloud 2, the Final Fantasy series, Gears of War.

 

Type B: Peripheral-Driven Save-itis

("I Just Cleared Space a Month Ago" Save-itis)

The advent of the removable memory unit created an altogether new strain of Save-itis which rose up due to the variable requirements of software upon these cards. Perhaps the most tragic type of Save-itis due to its ease of prevention, Type-B Save-itis rears its ugly head when a gamer realizes, whether though ignorance or temporary stupidity, that there is not enough space on his or her memory card.

Occurrences of this kind of Save-itis may strike at any time, and are often terrifying. Fortunately, this type has been mostly eradicated by the introduction of external disk drives.

 

Type C: User-Driven Save-itis

("What Time is It?!" Save-itis)

Simultaneously the most irritating and educational form of Save-itis, Type-C Save-itis occurs when a gamer, through no fault of either the game or its memory requirements, simply neglects to save for hours at a time, and then gets their character killed. Completely preventable, Type-C Save-itis says to reckless gamers that life is as fleeting and insubstantial as the wind; that every moment is precious; and that one's triumphs and failures should be commemorated and celebrated for they combine, like Blaster Master, to constitute the entire substance of their beings.

It also says, "Save your game, dipshit."

This article originally appeared at Inside the Console.  It is the last one in the series, I promise.

 
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Comments (10)
Default_picture
August 23, 2009
I always loved saving after every time I did something great.
Jamespic4
August 23, 2009
People often talk about what super-power they would have if they could have one. I would want quick save. Then I could save the world with just a crowbar and a radiation suit.
Lance_darnell
August 23, 2009
I have Type-C - is there a cure? This was great. @James - Beautiful! :D
Me_and_luke
August 23, 2009
Indeed, there really is no excuse for games these days to not include auto-save features as well as the option to save whenever you want. If you're not adding these features, you're only making the game more difficult for the sake of being difficult, not to increase the underlying enjoyable challenge of the game. A majority of games already do this nowadays, but when I finally started playing my Wii this summer and beat Metroid Prime 3, I couldn't help but shake my head at the save stations. It's time to grow up, Nintendo.
26583_1404714564368_1427496717_31101969_389938_n
August 23, 2009
@Bryan - very true, and I always thought auto-save was the answer, until I played Dead Rising, which saves (right over the top of your file, no less) at the beginning of every mission, whether you want it to or not. I've reached a point in the game where I'm not at all prepared for the mission I'm stuck in, and my options are either to try to power through with pure skill (which I don't have in the quantities the game requires), or [i]start the game over completely[/i]. I was all ready to take the second option, until I thought about all the really difficult things I'd have to do over. So I've pretty much just stopped playing that one.
Me_and_luke
August 23, 2009
Auto-save saving over your manual save? Wow, that does suck. I guess that would be worse than not having an auto-save at all, though I personally can't think of any other games that do that.
26583_1404714564368_1427496717_31101969_389938_n
August 23, 2009
We must not underestimate the power of the Quicksave Slot.
Default_picture
August 23, 2009
I was going to write about how I thought long times between saves could boost the tension(when done right) when your playing a game. Then I said fuckthat I like saving whenever. Now let us save sports games in the middle of playing.
Photo_on_2010-08-03_at_16
August 24, 2009
I remember when I first played Half-Life 1. A friend was watching me play over my shoulder, and a little mantra between us became just yelling "SAVE!!!!" as soon as we'd done anything slightly out of the ordinary. My F6 key got a hell of a lot of use on that computer. I have experienced Type C Save-Itis recently while playing Pathologic, a game which seems relatively innocuous at its outset, until some dude throws a knife at your head and kills you instantly. And there's no autosave at all in that game. I've learned my lesson.
26583_1404714564368_1427496717_31101969_389938_n
August 24, 2009
The Buddy System is key for some games, yeah. I don't have any examples off the top of my head, but there have been some games where it has been my girlfriend's job to remind me to save.

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