← Back to the magazine
Vision· 7 min read

The world you neither open nor delete

You haven't played that save in two years and you can't bring yourself to delete it. Why a folder of data can become impossible to throw away.

The world you neither open nor delete

It's there in the list, among others you don't touch either. Next to it is the date of the last time you went in: a little over two years ago.

You know perfectly well you're not going back. The version has moved on, the people you played with don't play any more, and the idea of picking it up where you left off doesn't appeal to you at all.

And even so, every time you hover over it with the mouse, you don't delete it.

A file that doesn't behave like a file

What's baffling is that the rational part is settled. It takes up a few megabytes. Nobody is going to miss it. You haven't opened it in two years, which is the cleanest proof there is that you don't need it.

With any other file that would be enough. An old installer, a duplicate video, a blurry screenshot: they go without a second thought.

With this one it doesn't work. And the explanation that "you're fond of it" describes the symptom without explaining anything.

The things we think with

The psychologist Sherry Turkle has spent decades working on the relationship between people and objects, and she proposed a category that clears this up quite a bit: evocative objects.

They're things we don't value for what they do, but because we think and feel through them. They tend to be ordinary. They're almost never worth money. Their function is to hold something that without them would exist only in your head: a period of time, a relationship, an earlier version of yourself.

Their defining trait, according to Turkle, is that they stop behaving like property. They become part of whoever owns them. That's why getting rid of them doesn't feel like throwing an object away but like cutting off a small piece of your own life story, and why people keep them without being able to justify it.

Why a saved world ticks every box

If you set out to design an evocative object from scratch, you'd end up with something like a saved game.

To begin with, you didn't buy it: you made it. Everything inside it is a decision of yours, including the bad ones. The narrow corridor because you misjudged it. The tower you started and never finished. The temporary house that stayed for eight months because there was never a good moment to knock it down.

Second, it's specific to the point of absurdity. It isn't "a Minecraft house": it's that one, with the badly placed staircase you never fixed because you'd already got used to it.

And third, it's dated. The file knows when the last time was, and so it knows something about you that you'd stopped looking at.

An object that records your decisions, that can't be repeated and that has the date on it. It's almost a definition.

The principle: we keep the proof, not the things

Step outside the game, because this is one of those that's better explained outside it.

The box of cables for devices that no longer exist. The T-shirt you don't wear and won't give away. The half-filled notebook from a course you dropped. The old phone in a drawer, battery dead, that nobody is ever going to switch on.

In all of them there's the same mechanism: we don't keep the object, we keep the proof. As long as it's there, that thing happened in a way that can be checked, outside memory, which is where things get distorted. Throwing it away leaves the memory with nothing to back it up.

That's why what really resists the bin is almost never what's valuable. It's what can't be got back in any way, even if it's worth nothing.

And that's why losing something like that by accident — an update that breaks the file, a disk that fails — hurts far more than throwing it away yourself. Without a decision there's no goodbye: you can't take one last walk around it or keep a couple of pictures. The proof disappears and the memories are left with nothing underneath.

What you can actually do

Almost always, the most sensible thing is to stop demanding a decision of yourself. It takes up very little and bothers nobody; the urgency to settle it is invented.

And if you really want to close it, it helps to separate the object from the memory before touching anything. Go in one last time. Walk around the places you remember, which will be fewer than you thought. Take a few screenshots. Keep a compressed copy somewhere and forget about it.

If there were a place that didn't delete people's worlds for convenience, and that warned you before rather than after when something couldn't survive a change, I'd like it to be called KobiiCraft.

Now the honest part, which here is short and fairly harsh: none of this keeps itself. Formats change, disks fail, versions break what came before, and a copy saved ten years ago may not open today. Anyone promising digital permanence is promising something nobody controls, not even the big companies.

The only reasonable thing is not to pretend the file is eternal and to treat it as what it is: a fragile object that will last for an indefinite time.

The date next to it

That date from two years ago doesn't say you abandoned anything. It says when a chapter ended that, at the time, you didn't know was ending, because you never do.

Keeping it isn't an inability to let go. It's having the good sense not to throw away the only proof that's left.

Frequently asked questions

Why does it make me sad to delete a world I no longer play? Because you aren't valuing the file for its usefulness, but as an object that holds your own history. The psychologist Sherry Turkle described how certain objects stop being mere possessions and become part of the identity of whoever owns them, so that parting with them feels more like losing a memory than throwing a thing away. A saved world has every ingredient: you built it, it records specific decisions and it's dated.

What are evocative objects? It's the term Sherry Turkle uses for the objects we use to think and feel with, not just to make use of. Their value lies not in their function but in what they hold: a period of time, a relationship, an earlier version of ourselves. They tend to be ordinary things, often with no resale value, and their defining trait is that they are surprisingly hard to throw away even though whoever keeps them can't quite explain why.

Why does losing a world to a technical fault hurt so much? Because it's lost without the part that makes any loss bearable, which is having decided. A save wiped by an update or a corrupted file doesn't let you say goodbye, look around one last time or choose what to keep. What's more, what disappears isn't only the build but the proof that it existed: the memories remain, but with nothing to hold them outside your memory, and that is exactly the job the file was doing.

What should I do with a world I never go back to? The most sensible thing is usually to stop demanding a decision of yourself. A saved world takes up very little space and bothers nobody, so the question of whether to keep it rarely has any real urgency. If you still want to close the chapter, it helps to separate the object from the memory: take a walk around it, grab a few screenshots of the places you remember and keep a compressed copy. Almost always, what's needed isn't to delete it but to stop having the question of what to do with it hanging over you.

Para continuar leyendo

Has llegado al final. Puedes seguir con una de estas, o descansar.

Gracias por leer. Vuelve cuando quieras.