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Save abuse

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Save abuse in video games is defined as where a player repeatedly saves and reloads their progress to achieve a more favorable outcome or to avoid negative consequences, often at the expense of the intended challenge or risk in the game.
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This diagram models a system that simulates the exploitation of save game mechanics to achieve a desired outcome in an event, no matter how improbable that outcome may be. At the core of this system are various outcomes that can result from a player's action, with each outcome having a different probability of occurring. The system starts with a player action that triggers a gate evaluating outcome chances through a dice roll mechanism, leading to one of three possible outcomes. Each outcome is represented as a pool where resources, indicative of the occurrence of that outcome, can accumulate. The system notably includes mechanisms for "saving" and "loading" a game, allowing the player to attempt to achieve the most desirable outcome by rerouting resources through automatic gates and connections.

A unique feature of this system is the logic that governs the save and load mechanics, specifically designed to exploit these gaming mechanics to achieve a desired outcome, which is highlighted as "Outcome 1 (desired)". The system is designed to automatically attempt this process, signified by connections that loop from the outcomes back to the initial action, effectively simulating a player repeatedly attempting an event until the desired outcome is achieved. Notably, there's a direct pathway to "Save game with good outcome" when the desired outcome is achieved, illustrating the concept of 'save scumming' where a player saves the game when a favorable outcome is reached. This process is facilitated by state connections that likely act as triggers to simulate player actions like saving and loading games based on the outcomes of their actions.

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glossarymechanicplaystyleprogressionbehaviorstrategyOptions
Edited more than 1 year ago
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