History Main / SaveGameLimits

3rd Dec '16 12:39:03 PM billybobfred
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** As of Diamond/Pearl and on, the game now flat out tells you that you can't save when starting a new game. In order to actually ''start'' a new game (as opposed for playing however much you could manage in a single sitting and being unable to do anything that ''requires'' you to save first, like online play), you have to enter a secret combination of buttons ([[AllThereInTheManual listed in the manual]]) to first erase the saved game.

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** As of Diamond/Pearl and on, the game now flat out tells you that you can't save when starting a new game. In order to actually ''start'' a new game (as opposed for playing however much you could manage in a single sitting and being unable to do anything that ''requires'' you to save first, like online play), you have to enter a secret combination of buttons ([[AllThereInTheManual listed in the manual]]) to first erase the saved game. This might have been intended as an AntiFrustrationFeature -- ''Pokémon'' is largely a child-oriented franchise, which means that if your little cousin wants to borrow your 3DS, it's probably a ''Pokémon'' game they want to play, and this prevents them from overwriting your save file accidentally.
29th Nov '16 12:35:35 PM MrLavisherMoot
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* In ''VideoGame/GrandTheftAutoII'', you could only save by walking into a church (there's only one in each level). This would cost $50000 (which could be hard to come by at the beginning of the game), and it wasn't possible to save during a mission. In ''GTA III'' and its sequels, you could save at specific "safe houses" for free instead.

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* In ''VideoGame/GrandTheftAutoII'', ''VideoGame/GrandTheftAuto2'', you could only save by walking into a church (there's only one in each level). This would cost $50000 (which could be hard to come by at the beginning of the game), and it wasn't possible to save during a mission. In ''GTA III'' and its sequels, you could save at specific "safe houses" for free instead.
24th Nov '16 3:35:51 PM KamenRiderOokalf
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* ''XenobladeChroniclesX'' has only one save file per Wii U account.

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* ''XenobladeChroniclesX'' ''VideoGame/XenobladeChroniclesX'' has only one save file per Wii U account.
9th Nov '16 11:08:14 AM dancnbna
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* ''XenobladeChroniclesX'' has only one save file per Wii U account.
19th Oct '16 3:16:09 PM tadaru
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* A minor example in ''VideoGame/FinalFantasyVII''. For the most part, saving is pretty standard for a the series or [=JRPGs=] in general, being allowed to save anywhere on the world map and only at SavePoints in dungeons. However, in the FinalDungeon, there are no save points by default, though the player receives a one-time-use item called a Save Crystal that can create one anywhere.

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* A minor example in ''VideoGame/FinalFantasyVII''. For the most part, saving is pretty standard for a the series or [=JRPGs=] in general, being allowed to save anywhere on the world map and only at SavePoints {{Save Point}}s in dungeons. However, in the FinalDungeon, there are no save points by default, though the player receives a one-time-use item called a Save Crystal that can create one anywhere.
19th Oct '16 3:15:42 PM tadaru
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* A minor example in ''VideoGame/FinalFantasyVII''. For the most part, saving is pretty standard for a the series or [=JRPGs=] in general, being allowed to save anywhere on the world map and only at SavePoints in dungeons. However, in the FinalDungeon, there are no save points by default, though the player receives a one-time-use item called a Save Crystal that can create one anywhere.
3rd Oct '16 5:29:32 AM Morgenthaler
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* [[LivePowerfulProBaseball Powerful Pro Baseball Advance series]]'s save system in [[VisualNovel the success mode]] is a pain. There's only one save slot each, the file will erase itself when you either clear the story or get a game over, and those games themselves heavily rely on [[LuckBasedMission luck,]] making some of the games' bad ends possible in every corner. Also, every time you load a data, you lose some of your stats.

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* [[LivePowerfulProBaseball [[VideoGame/LivePowerfulProBaseball Powerful Pro Baseball Advance series]]'s save system in [[VisualNovel the success mode]] is a pain. There's only one save slot each, the file will erase itself when you either clear the story or get a game over, and those games themselves heavily rely on [[LuckBasedMission luck,]] making some of the games' bad ends possible in every corner. Also, every time you load a data, you lose some of your stats.
22nd Sep '16 12:10:25 AM FurryKef
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On the flipside, an unrestricted ability to save one's game literally ''anywhere'' can (as players using ROM emulators can attest) leave the player stranded in an {{Unwinnable}} condition should they choose to save at the wrong time, and placing limits on the player's ability to save can prevent this, making it a two-sided coin. Properly spaced {{Save Point}}s can also serve as useful hints about when the player should save.

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On the flipside, an unrestricted ability to save one's game literally ''anywhere'' can (as players using ROM emulators can attest) leave the player stranded in an {{Unwinnable}} condition should they choose to save at the wrong time, and placing limits on the player's ability to save can prevent this, making it a two-sided coin. Properly spaced {{Save Point}}s can also serve as useful hints about when the player should save.
18th Sep '16 12:18:33 PM ThatBitterTase
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* Done intentionally as part of the theme in ''VideoGame/UntilDawn''. You have one save file, and the game autosaves after every decision or QTE. Once you make a choice, the only way to ''un''make it is to start the entire story from the beginning. You must live with every choice you make. [[ArcWords The past is beyond your control.]]
5th Sep '16 9:30:51 AM nombretomado
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* The first ''AlienVsPredator'' game had no saves either. A patch enabled saving, but only with a limited amount of available saves.
** This was a deliberate design choice, of course, to preserve the pants-wetting terror of the Marine campaign.

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* The first ''AlienVsPredator'' ''VideoGame/AlienVsPredator'' game had no saves either. A patch enabled saving, but only with a limited amount of available saves.
**
saves. This was a deliberate design choice, of course, to preserve the pants-wetting terror of the Marine campaign.
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