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What exactly is a softlock?


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I've heard the term "softlock" used a lot, especially in speedrunning contexts, and I have picked up an intuitive vague definition from context. It seems to mean getting the game into a state where winning/progressing is impossible, but the game doesn't give you a game over screen or otherwise acknowledge this unwinnable state.



However, it's not clear to me that all such instances are considered softlocks. For example, some games (notably old-school adventure games) allow you to save your game and continue playing after missing your only opportunity to acquire an item or trigger an event that is required for victory. Usually this is intended by the developers as a way to troll the player or extend the gameplay time by forcing them to restart, but in some instances it may be because the player took a route that was not anticipated by the developers and sequence-broke the game. I've also heard of saving (or auto-saving) immediately before an impending death cited as an example of a softlock. Yet another example is cases where some or all of the controls become unresponsive, or a critical menu screen becomes inaccessible, while the game continues to run normally otherwise. And of course there's cases where you simply fall into an inescapable pit, get stuck in a wall, or are otherwise immobilized without dying.



The above examples represent a wide variety of "unwinnable states", but which of them are considered softlocks? Does it depend on triggering glitches or other behavior that the developers didn't intend? Does it depend on whether or not loading your saved game fixes it, or whether it can only be fixed by restarting from the beginning of the game? Are there any other considerations I've missed that distinguish a softlock from some other kind of unwinnable state? What is the definition of a softlock?










share|improve this question

































    2















    I've heard the term "softlock" used a lot, especially in speedrunning contexts, and I have picked up an intuitive vague definition from context. It seems to mean getting the game into a state where winning/progressing is impossible, but the game doesn't give you a game over screen or otherwise acknowledge this unwinnable state.



    However, it's not clear to me that all such instances are considered softlocks. For example, some games (notably old-school adventure games) allow you to save your game and continue playing after missing your only opportunity to acquire an item or trigger an event that is required for victory. Usually this is intended by the developers as a way to troll the player or extend the gameplay time by forcing them to restart, but in some instances it may be because the player took a route that was not anticipated by the developers and sequence-broke the game. I've also heard of saving (or auto-saving) immediately before an impending death cited as an example of a softlock. Yet another example is cases where some or all of the controls become unresponsive, or a critical menu screen becomes inaccessible, while the game continues to run normally otherwise. And of course there's cases where you simply fall into an inescapable pit, get stuck in a wall, or are otherwise immobilized without dying.



    The above examples represent a wide variety of "unwinnable states", but which of them are considered softlocks? Does it depend on triggering glitches or other behavior that the developers didn't intend? Does it depend on whether or not loading your saved game fixes it, or whether it can only be fixed by restarting from the beginning of the game? Are there any other considerations I've missed that distinguish a softlock from some other kind of unwinnable state? What is the definition of a softlock?










    share|improve this question





























      2












      2








      2








      I've heard the term "softlock" used a lot, especially in speedrunning contexts, and I have picked up an intuitive vague definition from context. It seems to mean getting the game into a state where winning/progressing is impossible, but the game doesn't give you a game over screen or otherwise acknowledge this unwinnable state.



      However, it's not clear to me that all such instances are considered softlocks. For example, some games (notably old-school adventure games) allow you to save your game and continue playing after missing your only opportunity to acquire an item or trigger an event that is required for victory. Usually this is intended by the developers as a way to troll the player or extend the gameplay time by forcing them to restart, but in some instances it may be because the player took a route that was not anticipated by the developers and sequence-broke the game. I've also heard of saving (or auto-saving) immediately before an impending death cited as an example of a softlock. Yet another example is cases where some or all of the controls become unresponsive, or a critical menu screen becomes inaccessible, while the game continues to run normally otherwise. And of course there's cases where you simply fall into an inescapable pit, get stuck in a wall, or are otherwise immobilized without dying.



      The above examples represent a wide variety of "unwinnable states", but which of them are considered softlocks? Does it depend on triggering glitches or other behavior that the developers didn't intend? Does it depend on whether or not loading your saved game fixes it, or whether it can only be fixed by restarting from the beginning of the game? Are there any other considerations I've missed that distinguish a softlock from some other kind of unwinnable state? What is the definition of a softlock?










      share|improve this question
















      I've heard the term "softlock" used a lot, especially in speedrunning contexts, and I have picked up an intuitive vague definition from context. It seems to mean getting the game into a state where winning/progressing is impossible, but the game doesn't give you a game over screen or otherwise acknowledge this unwinnable state.



      However, it's not clear to me that all such instances are considered softlocks. For example, some games (notably old-school adventure games) allow you to save your game and continue playing after missing your only opportunity to acquire an item or trigger an event that is required for victory. Usually this is intended by the developers as a way to troll the player or extend the gameplay time by forcing them to restart, but in some instances it may be because the player took a route that was not anticipated by the developers and sequence-broke the game. I've also heard of saving (or auto-saving) immediately before an impending death cited as an example of a softlock. Yet another example is cases where some or all of the controls become unresponsive, or a critical menu screen becomes inaccessible, while the game continues to run normally otherwise. And of course there's cases where you simply fall into an inescapable pit, get stuck in a wall, or are otherwise immobilized without dying.



      The above examples represent a wide variety of "unwinnable states", but which of them are considered softlocks? Does it depend on triggering glitches or other behavior that the developers didn't intend? Does it depend on whether or not loading your saved game fixes it, or whether it can only be fixed by restarting from the beginning of the game? Are there any other considerations I've missed that distinguish a softlock from some other kind of unwinnable state? What is the definition of a softlock?







      terminology






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      share|improve this question








      edited 8 hours ago







      Ryan Thompson

















      asked 9 hours ago









      Ryan ThompsonRyan Thompson

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          A softlock is an instance where game remains in a playable state, but progressing further or past a certain point becomes impossible. It's an event that can happen to speedrunners where triggers and events are hit out of order, causing the games script to break completely, thus causing the progression breaker.



          Contrast this with a hardlock, which locks up the game to the point where command inputs do nothing, and the game becomes unresponsive.



          With the examples you presented:




          For example, some games (notably old-school adventure games) allow you to save your game and continue playing after missing your only opportunity to acquire an item or trigger an event that is required for victory.




          Defeat does not constitute a softlock -- defeat is just another ending for the game. A bad ending doesn't inhibit your gameplay commands nor does it render the game unplayable, it simply means you lost.




          I've also heard of saving (or auto-saving) immediately before an impending death cited as an example of a softlock.




          This is a player-induced softlock, not a game softlock. The player has put them into a state where they cannot progress further, so yes, this is a softlock.




          Yet another example is cases where some or all of the controls become unresponsive, or a critical menu screen becomes inaccessible, while the game continues to run normally otherwise.




          If the game is inhibiting players from inputting commands or accessing a critical game function that would otherwise allow the player to progress, this is a hardlock, not a softlock.




          And of course there's cases where you simply fall into an inescapable pit, get stuck in a wall, or are otherwise immobilized without dying.




          This is a softlock. Normally developers have teleport triggers that reset a player back to a playable position in the world in the event they fall off a pit and such (or just kill the player, forcing them to restart at a previous checkpoint).






          share|improve this answer




























          • So which of my examples would be considered softlocks? For example, is it a softlock if it was programmed into the game intentionally (i.e. no scripts were broken or hit out of order)?

            – Ryan Thompson
            7 hours ago











          • All things considered, softlocks are hardlocks are always unintentional. I can't see why a developer would push a condition that would force players to reset their games to make it playable -- this is along the same veins of teleporting a player to the zone if they fall off the map.

            – senpai
            7 hours ago











          • Regardless of whether you can see why a developer would do it, the fact is that developers can and have done this. It was pretty common in adventure games from certain developers in the early 1990's to have items critical to winning the game appear in early areas that you can't return to past a certain point, and if you miss them, your game becomes unwinnable. They were well aware of this -- it was a form of "difficulty", since this was before you could just look up a walkthrough for free online. It was well known that you never overwrite a save because you never knew when they'd do this.

            – Ryan Thompson
            6 hours ago













          • To be clear, there were ways to die or otherwise get an explicit "game over" in these games, but it was also possible to, say, be unable to progress through a certain door because you missed the key, and the key is no longer accessible. No game over, but no possibility for progress.

            – Ryan Thompson
            6 hours ago











          • An unwinnable state is different from an unplayable state. This is like the difference between a checkmate and a stalemate in chess.

            – senpai
            5 hours ago














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          A softlock is an instance where game remains in a playable state, but progressing further or past a certain point becomes impossible. It's an event that can happen to speedrunners where triggers and events are hit out of order, causing the games script to break completely, thus causing the progression breaker.



          Contrast this with a hardlock, which locks up the game to the point where command inputs do nothing, and the game becomes unresponsive.



          With the examples you presented:




          For example, some games (notably old-school adventure games) allow you to save your game and continue playing after missing your only opportunity to acquire an item or trigger an event that is required for victory.




          Defeat does not constitute a softlock -- defeat is just another ending for the game. A bad ending doesn't inhibit your gameplay commands nor does it render the game unplayable, it simply means you lost.




          I've also heard of saving (or auto-saving) immediately before an impending death cited as an example of a softlock.




          This is a player-induced softlock, not a game softlock. The player has put them into a state where they cannot progress further, so yes, this is a softlock.




          Yet another example is cases where some or all of the controls become unresponsive, or a critical menu screen becomes inaccessible, while the game continues to run normally otherwise.




          If the game is inhibiting players from inputting commands or accessing a critical game function that would otherwise allow the player to progress, this is a hardlock, not a softlock.




          And of course there's cases where you simply fall into an inescapable pit, get stuck in a wall, or are otherwise immobilized without dying.




          This is a softlock. Normally developers have teleport triggers that reset a player back to a playable position in the world in the event they fall off a pit and such (or just kill the player, forcing them to restart at a previous checkpoint).






          share|improve this answer




























          • So which of my examples would be considered softlocks? For example, is it a softlock if it was programmed into the game intentionally (i.e. no scripts were broken or hit out of order)?

            – Ryan Thompson
            7 hours ago











          • All things considered, softlocks are hardlocks are always unintentional. I can't see why a developer would push a condition that would force players to reset their games to make it playable -- this is along the same veins of teleporting a player to the zone if they fall off the map.

            – senpai
            7 hours ago











          • Regardless of whether you can see why a developer would do it, the fact is that developers can and have done this. It was pretty common in adventure games from certain developers in the early 1990's to have items critical to winning the game appear in early areas that you can't return to past a certain point, and if you miss them, your game becomes unwinnable. They were well aware of this -- it was a form of "difficulty", since this was before you could just look up a walkthrough for free online. It was well known that you never overwrite a save because you never knew when they'd do this.

            – Ryan Thompson
            6 hours ago













          • To be clear, there were ways to die or otherwise get an explicit "game over" in these games, but it was also possible to, say, be unable to progress through a certain door because you missed the key, and the key is no longer accessible. No game over, but no possibility for progress.

            – Ryan Thompson
            6 hours ago











          • An unwinnable state is different from an unplayable state. This is like the difference between a checkmate and a stalemate in chess.

            – senpai
            5 hours ago
















          6















          A softlock is an instance where game remains in a playable state, but progressing further or past a certain point becomes impossible. It's an event that can happen to speedrunners where triggers and events are hit out of order, causing the games script to break completely, thus causing the progression breaker.



          Contrast this with a hardlock, which locks up the game to the point where command inputs do nothing, and the game becomes unresponsive.



          With the examples you presented:




          For example, some games (notably old-school adventure games) allow you to save your game and continue playing after missing your only opportunity to acquire an item or trigger an event that is required for victory.




          Defeat does not constitute a softlock -- defeat is just another ending for the game. A bad ending doesn't inhibit your gameplay commands nor does it render the game unplayable, it simply means you lost.




          I've also heard of saving (or auto-saving) immediately before an impending death cited as an example of a softlock.




          This is a player-induced softlock, not a game softlock. The player has put them into a state where they cannot progress further, so yes, this is a softlock.




          Yet another example is cases where some or all of the controls become unresponsive, or a critical menu screen becomes inaccessible, while the game continues to run normally otherwise.




          If the game is inhibiting players from inputting commands or accessing a critical game function that would otherwise allow the player to progress, this is a hardlock, not a softlock.




          And of course there's cases where you simply fall into an inescapable pit, get stuck in a wall, or are otherwise immobilized without dying.




          This is a softlock. Normally developers have teleport triggers that reset a player back to a playable position in the world in the event they fall off a pit and such (or just kill the player, forcing them to restart at a previous checkpoint).






          share|improve this answer




























          • So which of my examples would be considered softlocks? For example, is it a softlock if it was programmed into the game intentionally (i.e. no scripts were broken or hit out of order)?

            – Ryan Thompson
            7 hours ago











          • All things considered, softlocks are hardlocks are always unintentional. I can't see why a developer would push a condition that would force players to reset their games to make it playable -- this is along the same veins of teleporting a player to the zone if they fall off the map.

            – senpai
            7 hours ago











          • Regardless of whether you can see why a developer would do it, the fact is that developers can and have done this. It was pretty common in adventure games from certain developers in the early 1990's to have items critical to winning the game appear in early areas that you can't return to past a certain point, and if you miss them, your game becomes unwinnable. They were well aware of this -- it was a form of "difficulty", since this was before you could just look up a walkthrough for free online. It was well known that you never overwrite a save because you never knew when they'd do this.

            – Ryan Thompson
            6 hours ago













          • To be clear, there were ways to die or otherwise get an explicit "game over" in these games, but it was also possible to, say, be unable to progress through a certain door because you missed the key, and the key is no longer accessible. No game over, but no possibility for progress.

            – Ryan Thompson
            6 hours ago











          • An unwinnable state is different from an unplayable state. This is like the difference between a checkmate and a stalemate in chess.

            – senpai
            5 hours ago














          6














          6










          6









          A softlock is an instance where game remains in a playable state, but progressing further or past a certain point becomes impossible. It's an event that can happen to speedrunners where triggers and events are hit out of order, causing the games script to break completely, thus causing the progression breaker.



          Contrast this with a hardlock, which locks up the game to the point where command inputs do nothing, and the game becomes unresponsive.



          With the examples you presented:




          For example, some games (notably old-school adventure games) allow you to save your game and continue playing after missing your only opportunity to acquire an item or trigger an event that is required for victory.




          Defeat does not constitute a softlock -- defeat is just another ending for the game. A bad ending doesn't inhibit your gameplay commands nor does it render the game unplayable, it simply means you lost.




          I've also heard of saving (or auto-saving) immediately before an impending death cited as an example of a softlock.




          This is a player-induced softlock, not a game softlock. The player has put them into a state where they cannot progress further, so yes, this is a softlock.




          Yet another example is cases where some or all of the controls become unresponsive, or a critical menu screen becomes inaccessible, while the game continues to run normally otherwise.




          If the game is inhibiting players from inputting commands or accessing a critical game function that would otherwise allow the player to progress, this is a hardlock, not a softlock.




          And of course there's cases where you simply fall into an inescapable pit, get stuck in a wall, or are otherwise immobilized without dying.




          This is a softlock. Normally developers have teleport triggers that reset a player back to a playable position in the world in the event they fall off a pit and such (or just kill the player, forcing them to restart at a previous checkpoint).






          share|improve this answer















          A softlock is an instance where game remains in a playable state, but progressing further or past a certain point becomes impossible. It's an event that can happen to speedrunners where triggers and events are hit out of order, causing the games script to break completely, thus causing the progression breaker.



          Contrast this with a hardlock, which locks up the game to the point where command inputs do nothing, and the game becomes unresponsive.



          With the examples you presented:




          For example, some games (notably old-school adventure games) allow you to save your game and continue playing after missing your only opportunity to acquire an item or trigger an event that is required for victory.




          Defeat does not constitute a softlock -- defeat is just another ending for the game. A bad ending doesn't inhibit your gameplay commands nor does it render the game unplayable, it simply means you lost.




          I've also heard of saving (or auto-saving) immediately before an impending death cited as an example of a softlock.




          This is a player-induced softlock, not a game softlock. The player has put them into a state where they cannot progress further, so yes, this is a softlock.




          Yet another example is cases where some or all of the controls become unresponsive, or a critical menu screen becomes inaccessible, while the game continues to run normally otherwise.




          If the game is inhibiting players from inputting commands or accessing a critical game function that would otherwise allow the player to progress, this is a hardlock, not a softlock.




          And of course there's cases where you simply fall into an inescapable pit, get stuck in a wall, or are otherwise immobilized without dying.




          This is a softlock. Normally developers have teleport triggers that reset a player back to a playable position in the world in the event they fall off a pit and such (or just kill the player, forcing them to restart at a previous checkpoint).







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 7 hours ago

























          answered 8 hours ago









          senpaisenpai

          43.4k140 gold badges386 silver badges613 bronze badges




          43.4k140 gold badges386 silver badges613 bronze badges
















          • So which of my examples would be considered softlocks? For example, is it a softlock if it was programmed into the game intentionally (i.e. no scripts were broken or hit out of order)?

            – Ryan Thompson
            7 hours ago











          • All things considered, softlocks are hardlocks are always unintentional. I can't see why a developer would push a condition that would force players to reset their games to make it playable -- this is along the same veins of teleporting a player to the zone if they fall off the map.

            – senpai
            7 hours ago











          • Regardless of whether you can see why a developer would do it, the fact is that developers can and have done this. It was pretty common in adventure games from certain developers in the early 1990's to have items critical to winning the game appear in early areas that you can't return to past a certain point, and if you miss them, your game becomes unwinnable. They were well aware of this -- it was a form of "difficulty", since this was before you could just look up a walkthrough for free online. It was well known that you never overwrite a save because you never knew when they'd do this.

            – Ryan Thompson
            6 hours ago













          • To be clear, there were ways to die or otherwise get an explicit "game over" in these games, but it was also possible to, say, be unable to progress through a certain door because you missed the key, and the key is no longer accessible. No game over, but no possibility for progress.

            – Ryan Thompson
            6 hours ago











          • An unwinnable state is different from an unplayable state. This is like the difference between a checkmate and a stalemate in chess.

            – senpai
            5 hours ago



















          • So which of my examples would be considered softlocks? For example, is it a softlock if it was programmed into the game intentionally (i.e. no scripts were broken or hit out of order)?

            – Ryan Thompson
            7 hours ago











          • All things considered, softlocks are hardlocks are always unintentional. I can't see why a developer would push a condition that would force players to reset their games to make it playable -- this is along the same veins of teleporting a player to the zone if they fall off the map.

            – senpai
            7 hours ago











          • Regardless of whether you can see why a developer would do it, the fact is that developers can and have done this. It was pretty common in adventure games from certain developers in the early 1990's to have items critical to winning the game appear in early areas that you can't return to past a certain point, and if you miss them, your game becomes unwinnable. They were well aware of this -- it was a form of "difficulty", since this was before you could just look up a walkthrough for free online. It was well known that you never overwrite a save because you never knew when they'd do this.

            – Ryan Thompson
            6 hours ago













          • To be clear, there were ways to die or otherwise get an explicit "game over" in these games, but it was also possible to, say, be unable to progress through a certain door because you missed the key, and the key is no longer accessible. No game over, but no possibility for progress.

            – Ryan Thompson
            6 hours ago











          • An unwinnable state is different from an unplayable state. This is like the difference between a checkmate and a stalemate in chess.

            – senpai
            5 hours ago

















          So which of my examples would be considered softlocks? For example, is it a softlock if it was programmed into the game intentionally (i.e. no scripts were broken or hit out of order)?

          – Ryan Thompson
          7 hours ago





          So which of my examples would be considered softlocks? For example, is it a softlock if it was programmed into the game intentionally (i.e. no scripts were broken or hit out of order)?

          – Ryan Thompson
          7 hours ago













          All things considered, softlocks are hardlocks are always unintentional. I can't see why a developer would push a condition that would force players to reset their games to make it playable -- this is along the same veins of teleporting a player to the zone if they fall off the map.

          – senpai
          7 hours ago





          All things considered, softlocks are hardlocks are always unintentional. I can't see why a developer would push a condition that would force players to reset their games to make it playable -- this is along the same veins of teleporting a player to the zone if they fall off the map.

          – senpai
          7 hours ago













          Regardless of whether you can see why a developer would do it, the fact is that developers can and have done this. It was pretty common in adventure games from certain developers in the early 1990's to have items critical to winning the game appear in early areas that you can't return to past a certain point, and if you miss them, your game becomes unwinnable. They were well aware of this -- it was a form of "difficulty", since this was before you could just look up a walkthrough for free online. It was well known that you never overwrite a save because you never knew when they'd do this.

          – Ryan Thompson
          6 hours ago







          Regardless of whether you can see why a developer would do it, the fact is that developers can and have done this. It was pretty common in adventure games from certain developers in the early 1990's to have items critical to winning the game appear in early areas that you can't return to past a certain point, and if you miss them, your game becomes unwinnable. They were well aware of this -- it was a form of "difficulty", since this was before you could just look up a walkthrough for free online. It was well known that you never overwrite a save because you never knew when they'd do this.

          – Ryan Thompson
          6 hours ago















          To be clear, there were ways to die or otherwise get an explicit "game over" in these games, but it was also possible to, say, be unable to progress through a certain door because you missed the key, and the key is no longer accessible. No game over, but no possibility for progress.

          – Ryan Thompson
          6 hours ago





          To be clear, there were ways to die or otherwise get an explicit "game over" in these games, but it was also possible to, say, be unable to progress through a certain door because you missed the key, and the key is no longer accessible. No game over, but no possibility for progress.

          – Ryan Thompson
          6 hours ago













          An unwinnable state is different from an unplayable state. This is like the difference between a checkmate and a stalemate in chess.

          – senpai
          5 hours ago





          An unwinnable state is different from an unplayable state. This is like the difference between a checkmate and a stalemate in chess.

          – senpai
          5 hours ago


















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