Sunday, June 23, 2024


Recording Your Progress

 
Almost every game has some form of system by which the player can save their progress since a developer cannot expect them to complete the title in one sitting. How this manifests varies wildly from the freedom to save as many times as the player wants to a single save slot only available at designated intervals to an autosave system out of the player’s hands. Yet people do not often consider how this pervasive element of game design shapes the titles it is a part of and visual novels are particularly influenced by this factor due to their longer length and choice based nature. The structure of the visual novel has to be considered when choosing a type of save system as the aim here is to prevent the frustration of having the replay content while still shaping how people engage with the game. It is this tension which makes this such an important element to consider within the overall theming and presentation of a visual novel. Let’s save our progress and examine the ways save systems change the foundations of a game.
 

Freely Save

 
By far the most common type of save system chosen for visual novels is the save anywhere and at anytime style with no restrictions. The reason for its popularity stems from the convenience it offers the player as it lets them dictate their own play experience around the time they have available. Player control is at the core of this type of save system and this philosophy is generally extended to the rest of the game through a variety of choices for the player to explore. Due to the prevalence in the medium this save system has become what player’s expect from visual novels and the majority of them adhere to this preconception since it has a high degree of utility for them. As a genre slice of life and romance visual novels are the prime example of this trend, such as title like Aokana or Riddle Joker. This is due to their flexible structure stemming from the way each route acts in a self-contained fashion and few of them use negative outcomes to their choices, which means they do not care if what order the player engages with their content. 
It is hard to feel pressured when I know I can just reload a save

There are several noticeable drawbacks to this approach to saving with a prominent one being the inadvertent endorsing of save scumming. In many games player’s will reload a previous save if they are not happy with an outcome, be that a choice or a suboptimal battle, and visual novels suffer from this more than most due to this ability to save and load from any part of them game. As such player’s have little incentive to accept the consequences of their actions and continue down the path to its end and they will instead reload and pick the optimum option which undermines any sense of tension and weight the choices might have possessed. Fate Stay Night acutely suffers for weakness since it has a large amount of bad ending which help provide tension to the narrative, but they are weakened by the player’s ability to instantly load the previous choice the moment they realise they made the wrong one. On top of this being able to save anywhere makes it difficult to shape the pacing of the game since a player might decided partway through a route that they want to experience another route now and leave the first route behind to return later. This means the developer has no idea what the player might be doing at any point in time and has to assume they are following along in a linear fashion which is often not what they are doing. Enforced route order is one way developers have to regain some control, but it comes at the cost of the feeling of player freedom, which is what a lot of games with overarching plots, like Wonderful Everyday and Ever 17, have chosen as their solution.
 

Autosave Only

 
On the opposite end of the spectrum there are visual novels which forgo any form of manual save system and instead take this function out of the player’s hands entirely through autosaves. This is where the game will save of its own accord at intervals set by the developer and the player is forced to wait for them if they want to preserve their progress. From this system a power dynamic favouring the developer’s intended pacing and interaction appears in which the player is funnelled into specific lengths of play section. A risk exists in this approach that the player might lose interest in the title or become frustrated in this restrictive autosaving due to them feeling as if their limited time is not being respected. The result of this need to balance the desires of the two side has led to this style of save system being limited to games which are either forced into it by technical limitations or those possessing a segmented structure where saves are frequent. As evident from these two extremes, autosaves are not a popular method in visual novels as player agency holds a great importance in the mind of developers. However, when they do appear they allow for some no standard narrative structures and mechanical elements not normal found in the medium. 
VR titles offer an interesting angle on the medium

On the one hand take ALTDEUS: Beyond Chronos, a VR visual novel, where the nature of its chosen platform demands the inclusion of an autosave system. Navigating menus in VR is awkward at the best of times and so asking the player to constantly be moving in and out of them to save their game would not be conducive to a pleasant experience. As such the autosave ensures the player's focus can be on immersing themselves in the events in front of them, which is VR’s greatest strength, rather than constantly reminding them that they are standing in the middle of their living room with a pair of TV’s strapped to their face. On the opposite end we find games like 428: Shibuya Scramble, where the title is constructed on lots of distinct smaller sections for easy and frequent autosaving points. These saves are often enough for the player to be able to have their desired length of play section without the developer losing control of the game’s pacing since they determine through the length and content of each section. It also helps that the game leans into this modular nature in its structure with it expecting the player to jump around between scenes and perspectives and this makes the autosaving feel natural due to the convenience it offers by allowing for this distinctive method of traversing the narrative.
 

Single Save Slot 

 
In between the extremes of the free save and the autosave sit save systems where the player is provided with only one slot to save in and must choose to override the previous save in order to preserve their progress. Presenting the player with saves as limited resources where they have to trade one for another creates a scarcity dynamic which encourages saves to be seen a valuable. This creates some interesting behaviours during play with some players saving at every opportunity presented to them while others may choose to see how far they can get without saving as a sort of challenge. It is difficult for a developer to control what kind of reaction they get out of a player since there is still an important element of control in the player’s hands. As such this style of save system is not common in modern visual novels for exactly this reason and is instead a historical relic present in older titles due to hardware storage limitations. 
Ah the past, limitations and all

Take visual novels on the DS as an example, the majority of these employ a single save slot system since the DS cartridges had extremely limited space available on them. We can see this in the DS era Ace Attorney games where the structure of the title gives specific narrative pauses for the saves to occur in and also it has a linear progression so the player does not feel as if they might need an old save to redo a choice. The remasters add a standard multi save system, but it feels odd when put alongside the game’s structure as it is clear that this a later addition due to how unnecessary it feels to use more than one save slot. Linearity and designated save intervals were common features among DS visual novels and resulted in them having a somewhat similar overall feel to them.
 

Conclusion

 
Saving progress is a key system for both players and developers and this is especially true for visual novels due to how influenced they are by even the smallest change in their structure. The most common type of save system employed in visual novels is in the save anywhere kind due to the convenience it offers the player, but at the same time is can make controlling the pacing and overall experience difficult. An autosave system on the other hand give the developer the ability to precisely dictate how the visual novel should be played at the cost of potentially alienating players who only have limited time. Between them sits the single save slot system which gives saves a feeling of scarcity and encourages the player to consider the importance of when to save. Each type offers something different for a visual novel developer and they are worth considering as you design your own titles.
 

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