Saved game

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A saved game is a piece of digitally stored information about the progress of a player in a computer or video game. This saved game can be reloaded later so the player can continue where he or she has stopped. Players usually save games either when the player has to interrupt play for some reason, or to prevent the loss of progress in the game (as might happen after a game over unless the game features permadeath, in which the save file is permanently deleted).

The use of saved games are very common in modern games, especially in role playing games (which are usually too long to be finished in a single sitting).

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[edit] History and overview

In early arcade and video games, there was no need for saving games since these games usually had no actual plot to develop and were generally very short in length.

The relative complexity and inconvenience of storing game state information on early home computers (and the fact that early video game consoles had no non-volatile data storage) meant that initially game saves were represented as "passwords" (often strings of characters that encoded the game state) that players could write down, and input into the game when resuming.

On later cartridge-based console games, such as The Legend of Zelda, saved games were stored in battery-backed RAM on the game cartridge itself. In recent consoles, which use compact disc and DVD technology for storing games, saved games are stored in other ways, such as by use of memory cards or internal hard drives on the game machine itself.

Some games do not save the player's progress towards completing the game, but rather high scores, custom settings, and other features. This is common in older games.

Depending on the game, a player will have the ability to save the game either at any arbitrary point (usually when the game has been paused), after a specific task has been completed (such as at the end of a level), or at designated areas within the game known as save points. Save points are employed either when a game state is too complex to save at any point or when they are used in an attempt to increase the difficulty level.

[edit] Integration of saved game systems into gameplay

Game designers often attempt to integrate the save point into the style of the game. Resident Evil represents save points with old fashioned typewriters (which require an ink ribbon item for each save), the Grand Theft Auto series uses representations appropriate to the era of the setting: audio cassettes for the mid-1980s (Grand Theft Auto: Vice City), 3½-inch disks for the early-1990s (Grand Theft Auto: San Andreas) and compact discs for the late-1990s (Grand Theft Auto: Liberty City Stories). Many RPGs integrate the function of saving into the form of a journal that the characters can write into, or by auto-saving whenever the character stays at an inn or other resting place.

Squaresoft is notorious for commonly treating save points as legitimate objects within the game world. In Chrono Trigger, a save point in Magus' castle will actually attack the character if he attempts to use it. In Final Fantasy VII, there is a save point at the Gold Saucer amusement park that forces the player to spend in-game currency to use it (perhaps with a satirical jab towards price gouging at amusement parks). In Final Fantasy VIII, the effects of a mysterious magical spell cause one save point to suddenly replicate into dozens of save points when touched. In Chrono Cross and Xenogears, the character's recording of his memories in the game's various save points becomes a plot point later in the game.

Perhaps one of the most famous integration of saved games in gameplay is Metal Gear Solid. Depending on how often the player saves, Psycho Mantis and Revolver Ocelot comment on how often they save and certain Konami games saved onto the memory card.

Another way saved games interact with each other, is through passing along data to a particular game's sequels. The most famous example of this is in Konami's own Suikoden series. By having and utilizing a save state from Suikoden's final save point that includes all 108 Stars of Destiny recruited, extra characters and plot elements are introduced in Suikoden II, and both previous games can stack with Suikoden III to show the player even more. Another notable example is the Ratchet & Clank series, with which having saves from previous entries to drastically reduce the price of previously purchased weapons that reappear in later games. Saves of non-related games can also interact with each other; for example, Super Smash Bros. Melee will reward the player with a Captain Olimar trophy when he or she boots the game with a Pikmin game save on the memory card.

[edit] Saved states

Saving games is also possible when playing under arcade and console emulators. These give the advantage of saving games even if the game or the system did not support such feature. This is done by means of a RAM dump, which saves all the RAM data of the emulated console into a computer file for later use. These kind of saved games are usually called "save(d) states." "Save state hacking" is the practice of modifying the data in these saved states to achieve various effects, some of which would be otherwise impossible.

Some games that feature save points also use a variation of a save state called a suspend save; these saves will record the complete state of the game and the player will continue from that exact point when they resume. However, the point of this save is to allow the player to stop the game because they are interrupted, and do not have time to reach a save point; as such, this save state is erased when the player continues the game, so that the player cannot use this feature to inch their way through the game.

[edit] Checkpoints

Checkpoints are locations in a computer or video game (generally found in platform games) where a player's status is saved and where the character respawns in the status saved by the checkpoint, a respawn most often due to the death of the in-game character, but which can also be caused by the failure to meet an objective required to advance in the game. In racing games with a limited race completion time, checkpoints passed by the player increase the lapse of time available to the player to finish the race by incrementing time to the countdown.

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