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Friction Design Archive

This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.

Elimination of the Safetynet: Difference between revisions

From Friction Design Archive
m (Hmiguel moved page Elimination of the Safety Net to Elimination of the Safetynet: Changed title)
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<h3>No Auto-Save</h3>
<h3>No Auto-Save</h3>
The game does not contain an automatic progress saving system, forcing the player to save manually at all times.
The game does not contain an automatic progress saving system, forcing the player to save manually at all times.
=Usage=
=Interaction Design Implications=
<h3>Vulnerability</h3>
Leaves the playable character exposed to surprise attacks, creating panic and negative effects if a defeat occurs during the save process.
<h3>Risk of Loss</h3>
Forces the player to risk losing all time invested in the game session.
<h3>Increased Difficulty</h3>
Significantly heightens the challenge by removing the safety net of progress recovery.
<h3>Player Frustration</h3>
The manual requirement for saving or the deletion of files can lead to high frustration if the player is suddenly defeated.
=Examples=
<h3>3 Seconds to Save</h3>
<li>Five Nights at Freddy’s (2014)
<li>Security Breach (2021)
<li>Alien Isolation (2014)
<h3>The Game Deletes the Save File</h3>
<ul>
  <li>Banjo-Kazooie (1998)
  <li>Batman: Arkham Origins (2013)
  <li>Nier Replicant (2010)
  <li>NieR: Automata (2017)
  <li>ZeroRanger (2018)
</ul>
<h3>No Saving the Game</h3>
<ul>
  <li>Amnesia: The Dark Descent - Justine (2011)
  <li>Battletoads (1991)
  <li>Five Nights At Freddy's Security Breach (2021)
  <li>Hollow Knight (2017)
  <li>ICO (2001)
  <li>Ori and the Blind Forest Definitive Edition (2015)
  <li>System Shock 2 (1999)
  <li>Witch's House MV (2018)
  <li>Wolfenstein 2: The New Colossus (2017)
</ul>
<h3>No Auto-Save</h3>
No specific digital game examples were found during the investigation.
=Relation to Other Patterns=
To be Determined.
=Further Reading=
Malaquias, Ana Rita Mendes. 2024. “A Proposal of Deception Patterns in Game Design.” Master’s Thesis.
Malaquias, Rita, and Pedro Cardoso. 2025. “Deception in Video Games: Nine Game Design Patterns.” In Advances in Design and Digital Communication V.

Revision as of 23:18, 9 March 2026

Summary

A type of vulnerability that affects the game's Save system, forcing the player to be careful with the decisions they make.

Pattern Description

This pattern targets the mechanisms intended to protect player progress. It introduces fragility into the save system, either by making the player character vulnerable during the act of saving or by putting the save file itself at risk of deletion. It requires players to heighten their caution, as failure to manage these vulnerabilities can lead to a significant loss of invested time.

Sub Patterns

3 Seconds to Save

The game forces the player to save at specific locations and wait for a 3-second animation to finish. This can alert enemies or leave the character vulnerable to attack during the process.

The Game Deletes the Save File

The game may erase the player's entire progress as a punishment for using cheats or as a requirement to reach a specific ending.

No Saving the Game

The game prevents progress from being saved entirely, resulting in a "Game Over" if the character is defeated once. It may apply to the whole game, specific sections, or high-difficulty modes.

No Auto-Save

The game does not contain an automatic progress saving system, forcing the player to save manually at all times.

Usage

Interaction Design Implications

Vulnerability

Leaves the playable character exposed to surprise attacks, creating panic and negative effects if a defeat occurs during the save process.

Risk of Loss

Forces the player to risk losing all time invested in the game session.

Increased Difficulty

Significantly heightens the challenge by removing the safety net of progress recovery.

Player Frustration

The manual requirement for saving or the deletion of files can lead to high frustration if the player is suddenly defeated.

Examples

3 Seconds to Save

  • Five Nights at Freddy’s (2014)
  • Security Breach (2021)
  • Alien Isolation (2014)

    The Game Deletes the Save File

    • Banjo-Kazooie (1998)
    • Batman: Arkham Origins (2013)
    • Nier Replicant (2010)
    • NieR: Automata (2017)
    • ZeroRanger (2018)

    No Saving the Game

    • Amnesia: The Dark Descent - Justine (2011)
    • Battletoads (1991)
    • Five Nights At Freddy's Security Breach (2021)
    • Hollow Knight (2017)
    • ICO (2001)
    • Ori and the Blind Forest Definitive Edition (2015)
    • System Shock 2 (1999)
    • Witch's House MV (2018)
    • Wolfenstein 2: The New Colossus (2017)

    No Auto-Save

    No specific digital game examples were found during the investigation.

    Relation to Other Patterns

    To be Determined.

    Further Reading

    Malaquias, Ana Rita Mendes. 2024. “A Proposal of Deception Patterns in Game Design.” Master’s Thesis.

    Malaquias, Rita, and Pedro Cardoso. 2025. “Deception in Video Games: Nine Game Design Patterns.” In Advances in Design and Digital Communication V.