Tuesday, May 8

Game Save Systems Part 1: Flotilla - Adventure Mode


Normally Game Save Systems aren’t a prominent part of game design but the two games being examined over the next two posts use their Save Systems to enhance the overall game experience. The games Limbo and Flotilla take different approaches to utilizing this system and both approaches contribute to their respective games differently. This post concerns Flotilla’s Adventure mode which is unique in that the game does not provide any kind of Save System. But somehow this choice works in the game’s favor.

It’s difficult to think of another modern game that doesn’t provide the option to save your progress. However, from my experience Flotilla is a game that favors short bursts of play referred to as ‘snacking’ but can also support hours of continuous play or ‘binging.’ The choices to not include a Save System and to randomize story events in Adventure mode allows players to enjoy the game in short spans of time with no real need to save their progress. Each Adventure as its own confined space means the player is free to explore, make choices, and make mistakes without the worry of long term goals. In my opinion taking away game saves encourages players to make riskier decisions as long term repercussions are no longer a factor. Whether the Captain is defeated or his terminal illness reaches its final stages players can always start up a new adventure. And that new adventure’s randomly determined story events will chain differently than any previous adventures did.


There is enough variance in the story sections to warrant multiple adventures. The “choose your own adventure” style of interaction with these story sections will keep players coming back to try all the different options available. The simple combat controls and steep difficulty also provide incentive to play and remove barriers from coming back after a long break. All in all I’d say Flotilla’s Adventure mode is about creating unique stories between the two fixed points of the Captain being diagnosed with his illness and then going off to die in space.

Not including saves was a risky decision. The lead designer and one man development team Brendon Chung said in an interview that players didn’t understand the concept during play testing. He went ahead regardless of these concerns and published Flotilla on Steam. For what it’s worth I believe he made the right choice.