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Game saves

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by Sanguine
# 3 months and 22 days ago
There's currently three save tags as far as I know. One for no saves (and some other restrictions applied as well), one for level codes and one for RAM.

So I'd like to figure out what to call the three other save types you can have. Periodic autosaves, checkpoints, and the "free" save usually seen on PC. Periodic autosave is likely good enough as autosaves. Checkpoints works as is, unless someone thinks it should be called savecheckpoints (this could be split into automatic checkpoint saves and to the checkpoint save devices, like the typewriter in Resident Evil). But the most difficult one is the last, I could call it freesaves, but does that convey it properly? The save you can do anywhere and at almost anytime (some games do add some restrictions to this, like not during combat or some special areas, or some such).

There's also variation of the last that saves the game progress up to the last checkpoint encountered (and anything after that is discarded, although some games actually save even the game progress, but the game continues physically from the last checkpoint), but this save can be initiated at any time.

One is left even after all that. Some games save the progress per level, but this could be merged with checkpoint saves and consider each level to have only one checkpoint at the beginning. This choice works well with games that provide real save only at the beginning of the level, but do have "save" checkpoints in middle of the level from which you can continue as long as you don't quit the game.
by Zerothis
# 3 months and 21 days ago
There are essentially two types of 'freesaves'. One type lets you save almost anywhere and anytime but has windows of insavablity. It requires a negative condition to enable saving. As in, not during cutscenes, level loads, or battles for instance ("You cannot save here. There are enemies about"). There's always some in-game action that will interfere with saving. I don't off hand know of any game that unconditionally allows anywhere, anytime saves (outside an emulator, which few games were designed specifically to operate with). If not, then we'd need an additional savestate tag.
The other type works the opposite way. It requires a positive condition to enable saving. There are specific windows of savablity, Stand on the pad to save, physical save zones, windows of time in which you may save. Many games specifically ask "Do you want to save your game" when the conditions are right, others hint at it or provide an indication without interrupting the player. But some just count on the players knowing
Checkpoints might be confused with racing checkpoints, or the type that use those star switches in Sonic the hedgehog (sometimes this type is actually unmarked, like in the original Super Mario Bros). They are an aid to saving progress, mostly when used with lives.
lives and continues are also limited ways to save progress.
SaveRAM does not specifically refer to only saving progress at this time but the method itself. Should we split this into trophies/stats, progress, and game elements (cars, characters, pokemon, keys). Passwords can function in a similar way.

  • lives
  • continues
  • bonustime
  • > 1life (specific notable lack of the above)
  • saveram
    [o]saveramelement
    [o]saveramprogress
    [o]saveramrecords
  • savepasword
    [o]savepassprogress
    [o]savepasselement
    [o]savepassrecords
  • savefreely (freesave, with some negative conditions)
  • savezones (freesave, only when specific conditions are right)
  • savestate (total freesave)
  • savepoint (savecheckpoints)
  • saveauto
by Sanguine
# 3 months and 21 days ago
The other type works the opposite way. It requires a positive condition to enable saving. There are specific windows of savablity, Stand on the pad to save, physical save zones, windows of time in which you may save. Many games specifically ask "Do you want to save your game" when the conditions are right, others hint at it or provide an indication without interrupting the player. But some just count on the players knowing

Falls under the checkpoint saves, IMO.

lives and continues are also limited ways to save progress.

They don't really save the progress, but allow you to continue when the player character dies. As in, they don't allow you to quit the game and continue where you left off.

  • *snip*

The important part here is saving the game progress, anything else should be considered separately. Like the "achievements" in many modern games that get autosaved with your profile the instant you get them.


  • savefreely (freesave, with some negative conditions)
  • savezones (freesave, only when specific conditions are right)
  • savestate (total freesave)
  • savepoint (savecheckpoints)
  • saveauto

I'd opt to merge save zones and save checkpoints. Save zone just sounds like save (check)point that covers larger area. The extra conditions can be ignored. Savefreely sounds strange for a tag, so I guess I'll go with the original idea. Same for saveauto.

I assume savestate refers to the emu-kind state saves, which I doubt any game will ever implement.
by Sanguine
# 3 months and 21 days ago
Actually, the only thing I really need help naming is the kind that saves the game progress on exit. This would replace the 1life in the save list at the wiki.

Some games only save the progress on exit, some do that in addition to other saving methods, and some offer to save at exit like regular free save.

Edit: Removed 1life and saveram from that wiki listing as the first is not really appropriate as the save method described here and saveram specifies only _where_ the save is stored and therefore belongs purely in hardware tags.
by Zerothis
# 3 months and 20 days ago
So if I understand this, Baldur's Gate is freesaves because you can save most of the time (not with enemies nearby or if special plot actions are happening). But is is also savepoints, because the game is automatically saved in the autosave slot when ever you travel from one map/level to the next. So Baldur's Gate is "freesaves savepoints"?
by Sanguine
# 3 months and 20 days ago
Yes, and probably autosaves as well, as I think it does (or can do) the same thing Neverwinter Nights can in multiplayer. And you can get it into singleplayer by playing multiplayer alone :P
by Sanguine
# 3 months and 14 days ago
Quit save? I really don't get any other ideas for this than "exit save" and that sounds strange.
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