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Chris, something similar was already done in MMOs. Obviously, they do not have a reload system, but character death can be seen as a similar functionality. I can not recall in which MMO, but I have seen a "no death" bonus, which was basically a buff that just got stronger and stronger as long as the character didn't die.
Now, this is a very good system, and I believe that yours would be similarly enjoyable - positive motivation.

Chris, check out "Frayed Knights: The Skull of S'makh-Daon" (here http://rampantgames.com/blog/?p=3403 )

It uses a system called 'drama stars', which you accumulate over time, and can use for all sorts of bonuses. BUT, if you reload a saved game, they are reduced back to 0, and you start collecting them again. This encourages you to keep going instead of reloading, but at the same time it also encourages you to use them, rather than hoarding them, as they are purely a temporary resource.

This was actually used in its own way by Breath of Fire: Dragon Quarter. You could use permanent save points--but your ending progress through the game was penalized for every save you made. In order to get the best progress, you had to only use temporary saves that were deleted once you loaded from them.

Whether I'd like this or not would depend entirely on the type of challenges and skill-tests presented by the game and the kind of checkpoint system used around it.

Where I think this would be an amazing solution would be in games like Deus Ex (original) or even the Half Life series, where the instant save/reload game mechanic absolutely kills most of my interest in them, since the 'best' or smartest way to play also becomes the least challenging & the most unsatisfying.

eg: in Deus Ex I'm often presented by a door I could use some of finite resources (like lockpicks) which are of unknown value and amount to me (on a 1st playthrough) to open. The obviously solution is to save, check what's behind the door, then evaluate whether it was worth using the lockpick or not, then reload.

What would be critical though would be, whenever there are some actual 'skill test' parts to a game like this ie: anywhere you could die - to have good natural checkpoints to break up the challenge into whatever is deemed a sensible chunk. So if you can "kill 10 enemies" without recourse to a quicksave & reload then you get something out of it, rather than someone who uses the "kill 1 enemy - save" "kill next enemy, save" method that again, is the best way to play these types of games usually.

Even the addition of an Achievement for not using Quicksaves (or not using too many of them) would be enough incentive to make these types of challenge titles a LOT more fun to me!

A lot more about why I dislike the current save mechanic so much, and why yours would be a VAST improvement is here:

http://www.agoners.com/index.php/saving-anywhere-costs-you-half-a-life/

I even made a comment "At the very least score a player on the least use of save states or something of that ilk" which is essentially exactly your proposal in many ways.
:-)

Thanks for the comments everyone!

VagabondX: Yes, MMOs are already in this space - but in an MMO you *never* have the choice to reload. This mechanic is designed to make the choice of whether to reload more interesting. The mechanic you flag is intriguing, though.

Rodeoclown: Thanks for this! This is exceptionally close to what I was proposing, and I'm thrilled to know there's a game out there which does it!

Darrel: This sounds very similar, but it's negative reinforcement (penalty) rather than positive reinforcement (bonus), and I do think there's an important distinction between the two. Thanks for flagging the game, though!

Rik: The issue of creep saving is a huge one, because a significant number of gamers (but not mass market players) feel obligated to creep save once they know it's the dominant strategy, even if doing so reduces their enjoyment of the game. It's this kind of bind that this mechanic was intended to counter.

The mechanic above was for a game which had short episodic chunks of melee play (5 minutes each), so I think it would have been acceptable to you.

All the best everyone!

Chris - that sounds perfect then. I really hope this mechanic makes it into a videogame one day. I think the fact it's not for mass market players makes it a hopeless case. Things like achievements for completing games on increased difficulty settings don't really appeal to mass players either, nor even to what most consider 'hardcore gamers' (I prefer your term 'gamer hobbyists' for what most consider 'hardcore'), yet they are used a great deal to appeal to the competitive & challenge-interested gamers (agoners, hah ^_^). At least until more companies catch on to the fact that easy achievements = greater sales... :-(

I also love the term "creep save". I'm going to have to use that as much as possible from now on!

Rik: The Achievement issue is starting to become quite significant - the players who have most to gain from setting carefully considered Achievements are gamer hobbyists who, as you have made reference to, can enjoy additional challenges through this system. But as you also mention, games with easy "g" sell extra copies because "g" is a rather pernicious reward structure geared at the platform level. (One of several things to put me off the 360). The PS3, thankfully, did it's Trophies differently in a less effective form.

And I'm surprised you haven't heard the term "creep save" before - I thought this was standard terminology. :)

All the best!

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