Those of us who grew up during the '70s energy crisis know the familiar refrain that electricity doesn't grow on trees – unless, of course, you burn them. We've been programmed to believe that it's wrong to leave on a light or TV set or Dolby Digital 5.1 surround sound receiver if we're leaving the room for more than a few seconds. And we're joined by those environmentally aware among us who realize that reduced power consumption isn't just good for the pocketbook, it preserves natural resources, reduces damage to air quality and preserves precious river water that aids in the growth and development of those yummy Northwest salmon.
Which is why it's so daunting to be a grown-up gamer with family, work and responsibilities. Game companies, for the most part, want our gaming dollars but they just don't get that we may only have five or ten consecutive minutes to devote to their game and we want to SAVE OUR PROGRESS when we get up to feed a crying baby or run to the bank or leave the house for a full day at the office.
Sure, there are games like Viewtiful Joe and the Contra series that are designed to be played more or less in one sitting. Face it, these are designed for hard-core gamers and if you don't like it, screw you - you can go play something else like Halo or Barbie Horse Adventures. But what about Buffy the Vampire Slayer – what's her excuse? Chaos Bleeds is designed to appeal to mainstream fans of a freakin' TV series. And they won't let you save except at the end of a level. This means you end up leaving your gaming console up and running all day and all night until you finish a level – some of which can take an hour or more to beat even if you're pretty good.
As videogames go increasingly mainstream, game designers need to recognize that while many gamers would love to play a game for 24 hours straight without anything but bio and pizza breaks, real life intervenes. Most of us can barely squeeze in a few minutes here and there.
Online games in particular need to feature modes that allow gamers to jump on, play a quick round or two and then jump off. Long races, epic battles, huge maps and expansive team dynamics are great, but sometimes I just want to find a quick race or shoot something for 5-10 minutes before I fix dinner or balance the checkbook. The saddest day for me was when they pulled the plug on Re-Volt for Xbox Live (available during the pre-launch beta period and for a few months after). It was just a little RC car racing game but it was great because I didn't have to unlock vehicles or invest much time into learning the tracks and I didn't really care much if I came in first place or last. It was just plain fun, and, even now, I miss it.
I know, I know, there have been some online racing games since Re-Volt faded from the scene. Midnight Club II was so much fun offline that I never managed to get online. And I always figured I'd just get my butt kicked by all of the folks who had made it to Tokyo and unlocked the primo cars. As much as I loved the game, I never got all the way through Paris before another great game pulled me away. Again, not enough time. Then there was Midtown Madness 3. Frankly, I just didn't care for the physics very much so I didn't devote much time to it. Project Gotham Racing 2 is great and it almost fills the void, but I still spend most of my free time unlocking cars and tracks in the single-player game rather than jumping online for a quick match. That could change once I get a little further but with all of the great games out right now vying for my time, it will probably be next year before I progress that far.
But overall, online isn't the biggest problem and I really didn't mean to spend so much time talking about it. It's simply another place where game designers should consider their audience. The biggest problem is save points (or lack thereof). In a world where game consoles support pretty large memory cards and even hard drives, the solution is to let the gamer save anywhere or at least at reasonably spaced continue points.
Games like Tom Clancy's Rainbow Six 3 manage to balance the challenge level by limiting the number of times you can save during a mission. Other games like Maximo make you "pay" for saves with currency you collect in the levels, so you can save as often as you like from a hub location as long as you have enough coins. Jak II neatly saves in the background whenever you complete a mission or major milestone. Voodoo Vince saves whenever you die or finish a level, so you'll never have to pick up the same item twice - though its implementation could be better; you'll quickly tire of the save screen.
I'm sure there are many more creative solutions to this problem and I look forward to seeing them. But let me bottom line it for you game designers out there:
Save a tree, add a save point. There might even be a yummy salmon in it for you.
-=Gamewatcher