With the recent announcement of the 'Saints Row 3 Remastered' I was reminded of a few things; firstly of how hilarious the concept of the first level is: with the Saints robbing a bank whilst dressed as themselves; and Secondly how I always had trouble replaying that game due to one thing: the amount of time it would take to unlock the main safe house. (Seriously, in Saints Row 3 it takes the entire first act. No, that crappy apartment from the beginning doesn't count.) And that got me thinking about what exactly it is about video games Safe Houses that we gel with so much. (Or should I say "that I gel with"? Does anyone else feel this way? Am I a freak?) Why is it that open world games feel like they're missing something essential when you lack a home HUB to return to, even in situations when that HUB is a space wherein literally nothing of consequence ever happens. (As is the case almost all of the time.)
I do find it exceptionally odd as when you come down to it shouldn't the allure of a video game be derived primarily from the gameplay? And yet we enjoy times when our game has great story to it and world building, throw in a strong character arc and things are perfect. Is this just the leftover pretentious pandering that arises from creative critique in general or is there something primitively satisfying about a rounded experience that is common across all forms of creative expression. (Am I getting too general? I'm gonna focus into "Why are there still safe houses in games") Before I explore this subject I should preface this with the same warning that I do with all blogs like this, I am not an expert and this will come down to personal preference so feel free to vehemently disagree with literally everything that I say.
Firstly, let's define what exactly we mean by 'Safe house'. This is a term borrowed from police terminology and popularised in games by titles like GTA to infer a 'base' who's location is largely secure and/or unknown to the public, thus designating it 'Safe'. Although to be even more literal to gaming, a 'safehouse' is merely a type of HUB for players to return to between missions in order to perform some necessary actions like saving the game. As the art of game development evolved and things started to become more intuitive and user friendly, even die-hard Open world titles like GTA started to leanoff on having to return to your 'safe house' and those locations started becoming less and less essential in video games, although you'll still find them in the majority of open world games.
So perhaps the obvious question to ask in regard to 'safe houses' is whether or not they still have a relevant place in modern game design or if they are a redundant hold over. Should there be some sort of movement to move past such a concept and leave it in the past alongside 'limited lives', 'points' and 'time dependant levels'. In order to figure this out I decided to look over the way that safe houses exist (or don't) in a few fairly recent open world titles in order to come to a conclusion in this matter. (Obviously, I can only look at games which are released for this so 'Cyberpunk 2077' cannot be counted even thought that game does tease a safe house that I think looks really cool.)
As I started with it for some reason, the first game I will look at in this regard is Saints Row. Or rather the first series, as Saints Row has based itself staunchly on the Grand Theft Auto formula since it's inception and that means each and every game has boasted some form of Safe house. In the first game all this space really served for was a save point and wardrobe service, although in the second game they really bought out player's safehouse as an in-game menu. Player's could use their TV to watch cutscenes, like one would expect from a bonus menu, and even customise the style of their gang. Although the players had no explicit need to go to this place due to rather regular autosaves, apart from the occasional need to pick up a new car or take some revenue from the safe present in each house. So from that angle, Saints Row is actually very minimalist with how they treat safe houses, allowing players to buy more extravagant ones but lacking any real purpose to doing so.
If there could be one point said towards why this system might still be relevant to it's game, it's because Saint's Row is a very fast paced humour dependant title. At the heart of everything the game offers there should be someway to make the player feel powerful in a humorous way, and I guess the team couldn't see many opportunities in that through simulating house life. That being said, the act of buying and acquiring more lavish and opulent houses is in line with the 'gang boss' context that the franchise is built upon, therefore it makes thematic sense to include that dynamic even if you don't really do anything with it in terms of gameplay.
Speaking of Grand Theft Auto, why not take a look at how Safe houses work in their games? For the first 3 2D titles (1,2 and London) these locations didn't really have any presence in the game, even at the start of the 3D era these locations were still just 'save here' zones. San Andreas remains the only game in the entire series that allowed players to actually buy and go inside of bought houses at their own whim, bringing that sense of actually having a home to come back to. There still wasn't a great deal to do at these homes besides save, change clothes and eventually collect upon unlocked items, but it did serve as an interesting measure of your progression of means throughout the narrative of the game. Only once GTA 5 came along did Rockstar finally kill the need to save anywhere (although you'll still always load up in your safe house.)
As I mentioned, the logic of having a safe home to come back to fits neatly into Grand Theft Auto even if such locations lack in actual functionality. GTA prides itself in being a sardonic mirror upon our reality that mimics a day-to-day lifestyle only in a violent world with fewer consequences. It makes sense, then, for the player to have a home and one that matches the condition of the character along their typical arc. (Which in GTA games usually follows the tried and true 'rags to riches' model) Although in Grand Theft Auto V these places also served a great tool for characterising each of the three protagonist by the world which they willingly choose to reside in. Trevor lives in a trailer far away from the big city, Micheal lives in the affluent upper LS neighbourhood and Franklin starts off in the ghetto before moving into a luxury pad in the hills. It's a great way of telling the audience at a glance who everyone is and what their most base, materialistic goals are.
Now here's a wildcard to consider, ladies and gentlemen, as the Far Cry franchise has been a open world game for as long as 2004 and yet only one of the games has featured a safe house system. Now that isn't to discount how throughout the Far Cry games there have been homely locations in the map, but these only served limited narrative points rather than locations with actual gameplay benefits. Only in Far Cry 2 could you explore about Africa and open up safe houses in which you could save, (an incredibly precious action within the surprisingly hardcore action of FC2) store a weapon (equally as important) and change the time of day. (Which supposedly helps for being sneakier in the later hours, but I suspect that's more of a 'placebo' situation.) But for the rest of the games there are no safehouses at all, and in fact all of the gameplay revolves around the moment-to-moment outpost conquering action rather than the moments inbetween which can make downtime rather boring as a result.
Now as Far Cry is a first person franchise, one could be forgiven for assuming that the added one-to-one connection between the player and the character would make it more likely for the developers to include creature comforts like a home to retreat to, but quite often with FPS games the opposite seems true. I think that is because there is a part of the 'safe house mechanic' that is more psychological in the way that it gives the character a place in their world that makes them feel part of, hence making that world seem a little more real. In a third person game, all of the little things that make the character feel more real to the player are invaluable to ensure the player cares about the protagonist, whilst in first person games that connection is innate, thus character building and sometimes character narrative take a backseat. Plus, in Far Cry's case it makes absolute sense for there to be no place for the protagonist to call their own, as the entire franchise is built around the concept of people being put in situations that are a far cry from their day-to-day. (It all makes sense.)
But if we're going to sit here and talk about first person shooter action it only makes sense that I talk about a game I've played religiously over the past 2 weeks, even if it may not technically be open world, and that's 2016's DOOM. This is a level based story driven game, therefore it should make sense for their to be no home hub for the Doom Slayer, however in this year's DOOM Eternal, the slayer actually does have a base in 'The Fortress of Doom'. So why is there none in the 2016 game? Well, for one there is the narrative explanation which I'll extrapolate upon; 2016's DOOM follows a series of logical narrative events as the Doom Slayer attempts to seal up a portal to hell after stupid humans open it for what must be the freakin' 5th time. Though simple, this chain of events has a certain pace to it wherein Hell threatens to escape the boundaries of Mars and threaten the Earth unless the Doom Guy can wrap things up quickly, which makes it incompatible for that pacing if he had a home base to lounge around in inbetween missions. (Whereas in Eternal the world has already fallen so there's fewer timed stakes at hand.) But there is also another dynamic to consider.
You see, 2016's DOOM served as a revival of the long dormant DOOM franchise which hadn't be touched for 12 years prior and as such it was meant to be a celebration of all things great about the DOOM licence. That meant fast paced bloody action and a blatant intentional disregard for evolved storytelling. This amounts to the point where the team even dehumanise Doom Guy by canonically renaming him as 'the Doom Slayer' to highlight the fact that he exists as an extension of the player through which to channel their demon killing talents, rather than as a character entity of his own. Therefore there is little reason to give him his own space in the world as he doesn't need to appear real, he is the player and they are him. (And the player is real. Right?)
Looking back at another third person open world game we have one title that breaks the rules I just laid out; 'The Witcher 3: Wild Hunt'. This is a game that paints an involved RPG world brimming with storytelling potential and opportunities and yet there is no home base for Geralt of Rivia to set himself down in. (That is, until the post game DLC 'Blood and Wine') Functionally, this makes sense as there is quite literally no need for there to be any home base. Players can save anywhere they want and thanks to Witcher Meditation they can augment the time of day whenever they want to, so there's no gameplay mechanic that requires a safe house. Although that hasn't stopped quite a few other modern open world games so I expect there's a more thematic reason for the lack of a home. (No, I don't include Kaer Morhen. Sue me.)
In the lore, Geralt of Rivia is very much a wanderer who is obliged to help the less fortunate (provided that they can pay) but not to stick around and help people get back on their feet. Couple that with the heavily 'adventure-focused' narrative of Wild Hunt, revolving around chasing down Ciri, and it makes sense for Geralt to always be in motion, even if technically a Witcher cannot survive off mediation alone. (At least I think not, I don't know for sure.) In 'Blood and Wine', however, a big part of that narrative is around Geralt taking a step back to settle down, so it makes sense for him to have a house in which to rest his head, and to live in for the foreseeable future.
Another non-typical Safe House system in a modern third person open world game exists in Rockstar's 'Red Dead Redemption 2'. In that game, the player doesn't really have a home to go back to as much as they have a camp wherein all the members of the Van der Linde gang set themselves up. This is the place where the player goes to between missions and is actually at lost more essential then other homes as it's somewhere for the player to eat, sleep and take missions. These actions can feasibly be taken anywhere thanks to a camping mechanic (aside from the taking of missions, obviously) but the game encourages players to return to the camp as often as possible and become familiar with the place. This base is unique in that it moves across the map alongside the narrative, changing the activities available there as you go.
Again, I think this iteration of 'Safe House' comes down to thematic reasons in that all of Red Dead Redemption 2 exists to create the life of an outlaw. That means living in the woods away from prying eyes, staying close to those you trust and running from the law when necessary. This also serves a functional narrative purpose as you get chased around the country to more secluded places after which you go from 'living free' to 'living like rats' as the gang dream begins to wilt around you. Rockstar achieved something very special with Red Dead Redemption 2 and I think a lot of it comes from the emotional attachment that they establish between the player and the camp. (alongside its inhabitants) Showcasing how the 'safe house' mechanic doesn't always need to be necessary to the gameplay to be valid and justified, they might even get creative with it.
Ultimately, I think that predominate purpose for 'safe houses' are less for the tangible reasons and more for the benefit of world building. Most games that have 'safe houses' and so implement them in that pursuit and those that do not usually do so because they don't have to worry so much about world building. So whilst the functionality of 'safe houses' are mostly redundant and/or forced (I.e. locking manual saves to returning to the safe house) they do pose a viable thematic purpose. For my part, however, I think there's another piece to this puzzle. Just as I pointed out that games with a pace to keep avoid unnecessary down times, those that don't need to keep up such (like RPGs) can utilise downtimes and peaceful moments to amplify the action packed moments down the line. Therefore if the player gets used to hanging around at home and being relaxed it can make those flashes of action just that more impacting and special. So for that reason I do not think that game design has outgrown the concept of safe houses, and in fact they are just as useful/relevant now as they've always been. (Just maybe in ways that aren't exactly obvious.)
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