Save scrummings – what is it?
Save scumming is one of the most common habits in single-player games. You save before a risky moment, the outcome goes badly, you reload, and you try again. Some players call it cheating. Others call it time management. In reality, it is mostly about control: control over randomness, consequences, and wasted time.
What save scumming means
Save scumming is the practice of saving the game before an uncertain situation and reloading if the result is not what you wanted. It is not tied to one genre – it shows up anywhere a single outcome can change your run, your story, or your mood.
- RNG reroll – saving before a chance-based event and reloading until you get a better roll.
- Perfect outcome chasing – repeating scenes to avoid losses, deaths, or negative story consequences.
- Undoing mistakes – reloading after a misclick, wrong button, or misunderstanding.
- Damage control – reloading to fix bugs, crashes, or broken quest logic.
Why games invite it
Save scumming becomes tempting when three ingredients come together: uncertainty, high stakes, and long recovery time. The more time the game asks you to replay after a failure, the more likely players are to reload instead of accepting the result.
- Uncertainty – hidden information, unpredictable AI, or heavy randomness.
- High stakes – permadeath, reputation loss, rare loot, failed quests, or irreversible choices.
- Long recovery time – big checkpoints, long fights, or lengthy story sections with no quick restart.
Why players do it
Most people are not save scumming because they want an easy win. They do it because they want a fair experience, or simply do not want to lose an evening to bad luck.
- Time is limited – for many players, gaming is squeezed between work, commuting, family, and other responsibilities. Reloading can feel like the sensible option when one unlucky outcome costs 30 to 60 minutes.
- Random failure can feel unfair – players tend to accept failure when it is clearly their fault. They get frustrated when a good plan fails because a number generator says no. Reloading becomes a way to push back against randomness.
- People want a specific story – in narrative games, one choice can lock or unlock entire arcs. Some players reload to protect the story they want: a relationship path, a companion outcome, or a particular ending.
- It can be a learning tool – reloading is also practice. You test an approach, see the result, and try again with a different tactic. That is not always avoidance – sometimes it is training.
- Sometimes it is just fixing the game – misclicks happen. Bugs happen. Crashes happen. Reloading is often the only solution, and few players feel guilty about it.
Is it cheating?
It depends on the context and the expectations.
- Single-player – usually it is a personal choice. If you are not competing and you are enjoying yourself, you are not harming anyone.
- Challenge modes and competitive rules – in ironman modes, no-reload runs, speedruns, or leaderboard play, reloading breaks the point of the challenge.
A better question than whether it is cheating is whether it improves your experience, or traps you in perfectionism.
The hidden downside – it can flatten the game
Save scumming works, but it can quietly remove tension. When you know you can always reload, choices can lose weight. Risk becomes optional. Surprises become problems to correct instead of moments to live through.
- Choices can feel less meaningful because nothing is final.
- Risk and tension drop, especially in story-heavy games.
- You may start chasing perfect outcomes instead of memorable ones.
Many great gaming stories come from messy results: a plan goes wrong, you adapt, and the run becomes yours. Save scumming can erase those moments if it becomes automatic.
When save scumming is reasonable
Reloading makes practical sense in plenty of situations. Here are common cases where most players would call it fair.
- The game gave unclear information and you could not make an informed choice.
- A misclick or UI mistake caused a major loss.
- The outcome is mostly RNG and the punishment feels disproportionate.
- You are correcting a bug, crash, or broken quest state.
- You are roleplaying and want your character to act consistently.
When it might be worth resisting
If you want stronger tension and a more natural story, consider accepting outcomes in these situations:
- The failure is small and leads to interesting consequences.
- The game is designed around failure and adaptation.
- You are reloading purely out of anxiety, not because the outcome is truly unfair.
Practical compromises – rules you can actually follow
You do not have to choose between reloading everything and reloading nothing. Many players find a middle path that keeps the stakes without turning the game into a chore.
- Bug-only rule – reload only for crashes, bugs, and misclicks.
- One reload per mission – allow a single redo on major encounters.
- No dialogue reloads – accept story choices, reload only for gameplay mistakes.
- RNG exception – reload only when a major loss happens due to pure luck.
- Checkpoint save only – keep a chapter save, avoid constant quick reload.
So is save scumming bad? 🙂
Save scumming is not a sin. It is a tool. Sometimes it protects your time, sometimes it fixes bad luck, and sometimes it helps you shape the story you want. But if it turns every moment into a reroll until perfect, it can drain the surprise and tension that makes games special.
- Use it when it protects your time or fixes unfair situations.
- Resist it when failure is interesting and part of the game’s design.
- If you feel stuck in reloading, set simple limits and move on.
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