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The option to save your progress in game is something many players can't imagine games without. It's nigh universal in modern games that are too long to finish in a single session, especially RolePlayingGames. Conversely, the ''lack'' of save games was the norm in [[UsefulNotes/TheGoldenAgeOfVideoGames the early years]] when there was no offline storage media and in-game memory was very small. As expected, there are quite a few tropes related to it.

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The option to save your progress in game is something many players can't imagine games without. It's nigh universal in modern games that are too long to finish in a single session, especially RolePlayingGames. Conversely, the ''lack'' of save games was the norm in [[UsefulNotes/TheGoldenAgeOfVideoGames [[MediaNotes/TheGoldenAgeOfVideoGames the early years]] when there was no offline storage media and in-game memory was very small. As expected, there are quite a few tropes related to it.
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** OnlyOneSaveFile

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The option to save your progress in game is something many players can't imagine games without. It's nigh universal in modern games that are too long to finish in a single session, especially RolePlayingGames. Conversely, the ''lack'' of save games was the norm in [[UsefulNotes/TheGoldenAgeOfVideoGames the early years]] when there was no offline storage media and in-game memory was very small. As expected, there are quite a few tropes related to it.

!!Ways to save:
* AutoSave: The game automatically saves after either [[EventFlag certain events]] (e.g. a CheckPoint) or a set amount of time.
* ExportSave: Exporting the save file as a text document or a string of characters you're supposed to load from the file explorer or paste into the game.
* PasswordSave: Rather than being stored digitally, a save game is rendered as a string of alphanumeric characters (or pictures or what have you) that represented the state of the game.
* SaveGameLimits: Limits on how and where you can save the game.
** SavePoint: A specific location in the game where you can save your file.
*** HealingCheckpoint: The save point heals you.
*** JustifiedSavePoint: A SavePoint that has an in-game justification to exist.
** SaveToken: A consumable item is necessary to save.
** SuspendSave: A save state that does not rely on Save Points but expires when reloaded. ([[GoodBadBugs Usually]].)

!!Related tropes:
* HealingCheckpoint: A save point heals the player upon reaching it.
* NewGamePlus: Starting a new game but retaining some of your gear, abilities, and/or stats from a previous run.
* NowWhereWasIGoingAgain: You come back to a saved game after a while and you've forgotten what you're supposed to do next.
* OldSaveBonus: Importing a save from the previous installment allows content to be unlocked in this installment of a video game series.
* OminousSavePrompt: The game ''really'' wants you to save before crossing the PointOfNoReturn.
* SaveScumming: The use of save states to obtain an ideal situation.
* TreacherousCheckpoint: An enemy or a trap potentially disguised as a save point.

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