{
  "id": 8029316,
  "title": "\"If the player trusts you enough, they are not going to savescum\": Why the makers of some of the best RPGs on PC want you to get used to failing",
  "url": "https://urgent.news/2026/09/17/if-the-player-trusts-you-enough-they-are-not-going-to-savescum-why",
  "topic": "tech",
  "section": "Tech",
  "published": "2026-09-17T13:00:00.000Z",
  "source": {
    "name": "Rock Paper Shotgun",
    "slug": "rock-paper-shotgun",
    "url": "https://www.rockpapershotgun.com/if-the-player-trusts-you-enough-they-are-not-going-to-savescum-why-the-makers-of-some-of-the-best-rpgs-on-pc-want-you-to-get-used-to-failing"
  },
  "original_language": "en",
  "account": "For many who adore RPGs, the act of savescumming is second nature. The act of reverting to a previous save file after a failed attempt is commonplace, and some gamers even consider it a necessary evil. However, the makers of some of the best RPGs on PC are urging players to embrace failure and learn to accept it as part of the game's narrative.\n\nThe reason for this push may lie in the difference between digital and tabletop roleplaying games. In the latter, players often relish in the joy of a spectacularly failed attempt, be it stepping on a rake or failing to slay a necromancer. The former experiences, while perhaps more grounded, often evoke an emotional response that is just as meaningful.\n\nDevelopers are seeking to understand the distinction between these two forms of roleplaying and to find a way to convince even the most dedicated savescummer to let go of their habit. They recognize that failure is an integral part of any story-driven game and that players should not shy away from it. By accepting failure as a natural part of the game, players can fully immerse themselves in the narrative and create a more authentic roleplaying experience.",
  "summary": "When it comes to RPGs, I am an irredeemable savescummer. I admit it. I'll slam F9 at the drop of a hat (perhaps the hat was dropped as a result of a failed dexterity roll. Unacceptable. Reload). So when I recently found myself reloading a Divinity 2 save for the umpteenth time in a single session, I started to wonder - in a genre that's supposedly about storytelling first and foremost, why am I…",
  "key_points": [],
  "editors_take": null,
  "illustration": null,
  "coverage": {
    "outlets": 1,
    "also_reported_by": []
  },
  "ai_generated": true,
  "disclaimer": "Summaries, key points and the editor’s take are written by software from other outlets’ reporting and may contain errors — always check the linked original."
}