Follow TV Tropes

Following

History Main / SaveScumming

Go To

OR

Added: 1031

Changed: 13

Is there an issue? Send a MessageReason:
Added example(s)


* The ''VideoGame/{{Civilization}} II'' manual actually ''recommends'' save scumming before entering the villages that provide random bonuses (and sometimes unleash barbarian hordes).

to:

* The ''VideoGame/{{Civilization}} II'' manual actually ''recommends'' save scumming before entering the tribal villages that provide random bonuses (and sometimes unleash barbarian hordes).



* The core conceit of ''VideoGame/OuterWilds'' is a 22-minute long GroundhogDayLoop, which turns out to have been an in-universe example of this set up by the [[{{Precursors}} Nomai]]. They wanted to find a location in space that was eluding their most sophisticated sensors, but firing probes on random trajectories until they found it could take an impractical amount of time. Instead, the Nomai figured out a way to send information back in time, which let them go through millions of iterations of firing the ''same'' probe, having its launch computer (the only part of the project that would remember the time loops) send the results back to the start of the next loop and choose a new heading each time. The Nomai were so committed to this project that [[spoiler:they were willing to power the loop by [[StarKilling triggering their sun to go supernova]], secure in the knowledge that once their probe system found what it was looking for, it would end the nova-powered time loop and their deaths would never have happened.]]



-->'''Vivec:''' ''"When I die in the world of time, then I'm completely asleep. I'm very much aware that all I have to do is choose to wake. And I'm alive again. Many times I have very deliberately tried to wait patiently, a very long, long time before choosing to wake up. And no matter how long it feels like I wait, it always appears, when I wake up, that no time has passed at all."''

to:

-->'''Vivec:''' ''"When When I die in the world of time, then I'm completely asleep. I'm very much aware that all I have to do is choose to wake. And I'm alive again. Many times I have very deliberately tried to wait patiently, a very long, long time before choosing to wake up. And no matter how long it feels like I wait, it always appears, when I wake up, that no time has passed at all."''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Literature/ThePerfectRun'': Ryan's main superpower is the ability to create a '[[SavePoint save point]]', and whenever he dies he can go back to the point of time where he last 'saved' - essentially giving him functional immortality via time-travel.
Is there an issue? Send a MessageReason:
None


Old, old method of playing games. Basically, you save the game whenever you get a result you like (or before you face a risk), and restore the saved game whenever you get a result you ''don't'' like. It could be because the game demands TrialAndErrorGameplay, or perhaps you have a limited number of tries to get the RandomNumberGod to get a favorable result. Or maybe you just suck, but you don't call this cheating (it's kind of YMMV). Although sometimes, it might be the only way to even win a LuckBasedMission, no matter how good you are, or it could be the only way to get a very rare item. And woe betide you if you save the game after a seemingly minor error that ends up making the game {{Unwinnable}}, or makes you miss some PermanentlyMissableContent. Seasoned savescummers will make multiple saves throughout the game so they can go back to the part that they messed up on. Hardcore savescummers will go as far as committing their savegame files to a [[https://en.wikipedia.org/wiki/Version_control Version Control System]] that allows the user to create a sophisticated tree of rollbacks and what-ifs.

to:

Old, old method of playing games. Basically, you save the game whenever you get a result you like (or before you face a risk), and restore the saved game whenever you get a result you ''don't'' like. It could be because the game demands TrialAndErrorGameplay, or perhaps you have a limited number of tries to get the RandomNumberGod to get a favorable result. Or maybe you just suck, but you don't call this cheating (it's kind of YMMV). Although sometimes, it might be the only way to even win a LuckBasedMission, no matter how good you are, or it could be the only way to get a very rare item. And woe betide you if you save the game after a seemingly minor error that ends up making the game {{Unwinnable}}, or makes you miss some PermanentlyMissableContent. Seasoned savescummers will make multiple saves throughout the game so they can go back to the part that they messed up on. Hardcore savescummers will go as far as committing their savegame files to a [[https://en.wikipedia.org/wiki/Version_control Version Control System]] that allows the user to create a sophisticated tree of rollbacks and what-ifs.
Is there an issue? Send a MessageReason:
None


* In ''Literature/{{You}}'', Simon designed the WAFFLE game engine to make this impossible. The game saves automatically when you quit, and you can't load up a previous save in-game. The idea was to make player choice more meaningful, but it was a divisive feature that apparently turned off a lot of would-be consumers.

to:

* In ''Literature/{{You}}'', ''Literature/You2013'', Simon designed the WAFFLE game engine to make this impossible. The game saves automatically when you quit, and you can't load up a previous save in-game. The idea was to make player choice more meaningful, but it was a divisive feature that apparently turned off a lot of would-be consumers.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/SplinterCellDoubleAgent'' for UsefulNotes/{{Wii}}, UsefulNotes/GameCube, and UsefulNotes/{{Playstation 2}} actually encourages it. Not only can you restart the mission whenever you like, making it impossible to save yourself into a no-win situation, but if you keep save reminders on they will remind you to save all the frigging time. Presumably, as the game suffers some bugs such as a framerate issue, guards sometimes managing to spot you ''through walls'', and their habit of abruptly turning around for no reason while you're sneaking up on them, the devs wanted you to know it was an option in the face of FakeDifficulty.

to:

* ''VideoGame/SplinterCellDoubleAgent'' for UsefulNotes/{{Wii}}, UsefulNotes/GameCube, Platform/{{Wii}}, Platform/GameCube, and UsefulNotes/{{Playstation Platform/{{Playstation 2}} actually encourages it. Not only can you restart the mission whenever you like, making it impossible to save yourself into a no-win situation, but if you keep save reminders on they will remind you to save all the frigging time. Presumably, as the game suffers some bugs such as a framerate issue, guards sometimes managing to spot you ''through walls'', and their habit of abruptly turning around for no reason while you're sneaking up on them, the devs wanted you to know it was an option in the face of FakeDifficulty.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''Sands of Salzaar'', your reward for exploring a location is randomized within a set of possibilities. Unfortunately you can only return to a location after a lot of time has passed (most places are a week but some are much longer). This is especially frustrating if you're trying to recruit a specific monster team from dungeons. That's because some monster units with enough experience can immediately upgrade from a decent Tier 3 to the mighty Tier 5 (Tier 6 is ultimate and a party can only have 2 of those). Sadly this can only happen if the unit has a full roster, and since dungeons only get you a pair you'll have to find another group of that specific monster and combine them. Too bad the most common monster is the Gold Frogman who are mediocre units that can only upgrade to Tier 4. So save before entering a dungeon, if you're trying to find something specific.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Sports Games]]
* ''TabletopGame/BloodBowl'' has constant dice rolls for each of your players' actions. The results can mean the difference between scoring a touchdown or slipping to your death because you sprinted too much. Additionally players leveling up will net them with a random result in what new skill or stat improvement you get. Having a Big Guy unit like a Minotaur getting an extra arm which improves his ball catching is useless, when he's clusmy and prone to bloodlust, as well as designed purely to smash people. Cyanide studios does restrict effective save scumming to game saves before the start of a half, otherwise replaying a saved game from anywhere else results in the same outcome all the time.
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In the ''[[Creator/GamesWorkshop Chainsaw Warrior]]'' video game versions, what you start with is randomized with the degree determined by the difficulty. Additionally even on easier difficulty setting, [[FinalBoss the Darkness]] has stats so high that beating it is a lotto draw. Saving after a good event or before a risky one and then reloading a failed game from there, saves on the frustration. This is especially true for the 2nd game as it takes multiple playthroughs and victories to unlock everything.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/SpaceQuestIVRogerWilcoAndTheTimeRippers'' teaches you to save scum very early on with the Unstable Ordinance. You find it very early in the game, as one of the very first items you can acquire, and if you enter the sewers with it it explodes. Its only ''in-game'' purpose is to pick it up for a point, and then ''put it back'' for another, but picking up an item that can then uncontrollably kill you makes a very clear message: you ''will'' need to save scum, and often, to beat this game.
Is there an issue? Send a MessageReason:
None


[[folder: Survival Horror]]

to:

[[folder: Survival [[folder:Survival Horror]]
Is there an issue? Send a MessageReason:
removing my examples because I just realized the trope is IUEO


* In ''VideoGame/UnleashTheLight'', your progress is saved after you clear a stage, but resetting it won't respawn different enemies, consumable items obtained from treasure chests, or the layout in RandomlyGeneratedLevels. However, in Rose's Room, the abilities, upgrades, badges, and recruitable party members can be rerolled.



* In ''VideoGame/NoUmbrellasAllowed'', most of the customers and the items they sell are randomized whenever you restart a day, but some of them are scripted. If you make a mistake in these transactions, you can restart the day to try correcting them.

Added: 251

Changed: 43

Is there an issue? Send a MessageReason:
adding No Umbrellas Allowed and deliberately redlinking a game without a page


* ''{{Anime/Hamtaro}}: Ham-Ham Games'', like the other ''Hamtaro'' licensed games, has no manual save function and autosaves when moving between from one area to another. In case you still try Save Scumming your way to victory by restarting in the middle of an event, the game starts up immediately ''after'' the event and [[DevelopersForesight declares you the loser,]] [[NoFairCheating regardless of how you were actually doing in the event itself.]]

to:

* ''{{Anime/Hamtaro}}: ''Anime/{{Hamtaro}}: [[VideoGame/HamtaroHamHamGames Ham-Ham Games'', Games]]'', like the other ''Hamtaro'' licensed games, has no manual save function and autosaves when moving between from one area to another. In case you still try Save Scumming your way to victory by restarting in the middle of an event, the game starts up immediately ''after'' the event and [[DevelopersForesight declares you the loser,]] [[NoFairCheating regardless of how you were actually doing in the event itself.]]


Added DiffLines:

* In ''VideoGame/NoUmbrellasAllowed'', most of the customers and the items they sell are randomized whenever you restart a day, but some of them are scripted. If you make a mistake in these transactions, you can restart the day to try correcting them.
Is there an issue? Send a MessageReason:
crosswicking

Added DiffLines:

* In ''VideoGame/UnleashTheLight'', your progress is saved after you clear a stage, but resetting it won't respawn different enemies, consumable items obtained from treasure chests, or the layout in RandomlyGeneratedLevels. However, in Rose's Room, the abilities, upgrades, badges, and recruitable party members can be rerolled.

Top