History Main / SaveGameLimits

28th Mar '17 4:28:12 PM morenohijazo
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* In early VideoGame/MightAndMagic games, to save one had to visit an inn and sign in there. This also allowed you to swap in and out party members.
* ''NierAutomata'' only allows saving within range of an activated Access Point. This is fairly generous (these are found in the field and activated to reveal the map too), but as the game repeatedly hammers into you, it will '''not''' autosave. While DeathIsASlapOnTheWrist, a shocking amount of the game's MultipleEndings are triggered by a single action, and those will dump you back at the main menu with no chance to update one's save file.

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* In early VideoGame/MightAndMagic ''VideoGame/MightAndMagic'' games, to save one had to visit an inn and sign in there. This also allowed you to swap in and out party members.
* ''NierAutomata'' ''VideoGame/NierAutomata'' only allows saving within range of an activated Access Point. This is fairly generous (these are found in the field and activated to reveal the map too), but as the game repeatedly hammers into you, it will '''not''' autosave. While DeathIsASlapOnTheWrist, a shocking amount of the game's MultipleEndings are triggered by a single action, and those will dump you back at the main menu with no chance to update one's save file.
25th Mar '17 1:36:11 PM nombretomado
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** ''VideoGame/NewSuperMarioBros'' for NintendoDS has once of the worst save systems ever to disgrace a portable system. You can save only after beating a boss or mini-boss, or collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. There's no temporary save system like that other DS offender ''VideoGame/FinalFantasyIII''. (As with any DS game, you can suspend ''New Super Mario Bros.'' by simply closing the DS to put the game in Sleep Mode, and plugging the DS into an AC adapter.) Your "reward" for finishing the game is the ability to save after every level, proving that this save system was not a technical limitation (it was, in fact, done deliberately as a throwback to older Mario games).\\

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** ''VideoGame/NewSuperMarioBros'' for NintendoDS UsefulNotes/NintendoDS has once of the worst save systems ever to disgrace a portable system. You can save only after beating a boss or mini-boss, or collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. There's no temporary save system like that other DS offender ''VideoGame/FinalFantasyIII''. (As with any DS game, you can suspend ''New Super Mario Bros.'' by simply closing the DS to put the game in Sleep Mode, and plugging the DS into an AC adapter.) Your "reward" for finishing the game is the ability to save after every level, proving that this save system was not a technical limitation (it was, in fact, done deliberately as a throwback to older Mario games).\\
14th Mar '17 3:13:46 PM Kadorhal
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->''"There are people who say that preventing saves adds to the "tension" of the game. Sure, in the sense that the fact that your [XBOX] 360 could catch on fire at any moment also adds to the tension."''
-->--''"[[http://www.cracked.com/article_16196_the-7-commandments-all-video-games-should-obey.html The 7 Commandments All Video Games Should Obey]]" posted in 2008, Website/{{Cracked}}''


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->''"There are people who say that preventing saves adds to the "tension" of the game. Sure, in the sense that the fact that your [XBOX] 360 could catch on fire at any moment also adds to the tension."''
-->--''"[[http://www.cracked.com/article_16196_the-7-commandments-all-video-games-should-obey.html The 7 Commandments All Video Games Should Obey]]" posted in 2008, Website/{{Cracked}}''

Obey]]"'', '''Website/{{Cracked}}'''

13th Mar '17 9:33:34 PM Kazmahu
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Added DiffLines:

* ''NierAutomata'' only allows saving within range of an activated Access Point. This is fairly generous (these are found in the field and activated to reveal the map too), but as the game repeatedly hammers into you, it will '''not''' autosave. While DeathIsASlapOnTheWrist, a shocking amount of the game's MultipleEndings are triggered by a single action, and those will dump you back at the main menu with no chance to update one's save file.
4th Mar '17 2:33:43 PM StFan
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* An interesting case in ''DragonsDogma''. There is only one save file allowed, so you can only have one character and its pawn active at a time, though you can back up the save to other media as a means to swap characters.

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* An interesting case in ''DragonsDogma''.''VideoGame/DragonsDogma''. There is only one save file allowed, so you can only have one character and its pawn active at a time, though you can back up the save to other media as a means to swap characters.
24th Feb '17 12:20:34 PM Amenohi
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Added DiffLines:

** A reset option is also offered during the worst possible ending, [[spoiler:but it permanently taints your SAVE, so that Chara ultimately takes control of your body and (allegedly) murders all your friends if you try to go for the True Pacifist ending. You cannot undo this in any possible way, barring the use of third party software to force the game to "forget" that you're a soulless monster.]]
17th Feb '17 6:35:45 PM Malady
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[[AC:Consumable Save Item]]

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\n[[AC:Consumable [[foldercontrol]]
[[folder:Consumable
Save Item]]




[[AC:Other Resource Cost to Save]]

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\n[[AC:Other [[/folder]]

[[folder:Other
Resource Cost to Save]]




[[AC:One Save File Per Campaign/Character]]

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\n[[AC:One [[/folder]]

[[folder:One
Save File Per Campaign/Character]]




[[AC:Save Only at Hub]]

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\n[[AC:Save [[/folder]]

[[folder:Save
Only at Hub]]




[[AC:BroadStrokes Save]]

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\n[[AC:BroadStrokes [[/folder]]

[[folder:BroadStrokes
Save]]




[[AC:Other / Multiple / Not Yet Sorted]]

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\n[[AC:Other [[/folder]]

[[folder:Other
/ Multiple / Not Yet Sorted]]




[[AC:Non-Video Game Examples]]

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\n[[AC:Non-Video * ''VideoGame/TheMaidOfFairewellHeights'': Can save basically anywhen, even in the middle of conversations, and there are 15 save slots.
* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': You save at {{Save Point}}s located all over the world and there are 4 save slots to put your saves in.
[[/folder]]

[[folder:Non-Video
Game Examples]]


Added DiffLines:

[[/folder]]
29th Jan '17 2:03:08 PM RacattackForce
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* ''Franchise/TheLegendOfZelda'' games usually allow three save files (some allow only two), but will usually only save a game to the current one. Save files can be copied when on the loading menu.

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* Every entry in the ''Franchise/TheLegendOfZelda'' games usually allow series until ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' had a limit of three save files (some allow only two), but will usually only save a files. Rough times if the game to the current one. is shared by a large family or in a dorm. Save files can be copied when on from the loading menu.file select screen. [[note]]Since the UsefulNotes/NintendoGameCube installments (and ports) save to memory cards, you can avoid this limit by having several. On the UsefulNotes/{{Wii}} and UsefulNotes/Nintendo3DS, this takes some creative work with an SD card.[[/note]]
** ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSpiritTracks'' lower the save file limit from three to two.



** Whenever you save in ''VideoGame/TheLegendOfZeldaI'' or ''VideoGame/ZeldaIITheAdventureOfLink'', you start out all the way back at where you started the game, though you keep all your progress in every other way. Also, saving adds a death to your death count. Since you can already save whenever you die, the save function (which you need a second controller to use) is essentially a suicide code. The one exception is the last dungeon, because it is so far from the start. It is also behind a stretch of some of the most NintendoHard terrain there is, filled with invisible DemonicSpiders hovering over pits of death and so forth. So if you die in the last dungeon, you'll restart at its entrance.
** ''VideoGame/TheLegendOfZeldaALinkToThePast'' is little better: You have three possible starting points in the Light World and one in the Dark World, and saving and quitting increases your death count too (except on the GBA). It was only when ''VideoGame/TheLegendOfZeldaLinksAwakening'' came out that the death count was spared and Link would restart at the last entrance crossed.
** Oddly, ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' brought back the limitation of the player having to start from the same point (your house as a child; the Temple of Time as an adult) whenever you resume a game (unless you saved inside a dungeon, in which case you go back to the entrance). Unlike the portable [[UpdatedRerelease Updated Re-releases]] of ''A Link to the Past'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', ''Ocarina of Time 3D'' keeps this limitation.

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** Whenever you save in ''VideoGame/TheLegendOfZeldaI'' or ''VideoGame/ZeldaIITheAdventureOfLink'', you start out all begin at the way back at where you started the game, starting point, though you keep all your progress in every other way.way. In the first game, this is outside the cave you receive the Level 1 sword. In ''Adventure of Link'' this is the North Castle. Also, saving adds a death to your death count. Since you can already save whenever you die, the save function (which you need a second controller to use) is essentially a suicide code. The ''Adventure of Link'' has one exception is in the last final dungeon, because it is so far the Great Palace, likely due to its distance from the start. It is start and the fact that it's also behind a stretch of some of the most NintendoHard terrain there is, filled with invisible DemonicSpiders hovering over pits of death and so forth. So if you die in the last dungeon, you'll restart at its entrance.
** ''VideoGame/TheLegendOfZeldaALinkToThePast'' is little better: You have three possible starting points in the Light World and one in the Dark World, and though saving and quitting still increases your death count too (except on the GBA). It was only when ''VideoGame/TheLegendOfZeldaLinksAwakening'' came out that averted this all together by sparing the death count was spared and having Link would restart at the last entrance crossed.
** Oddly, Oddly enough, ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' brought back the limitation of the player having to start from the same point (your house as a child; the Temple of Time as an adult) whenever you resume a game (unless game, the exception being dungeons (if you last saved inside a dungeon, in which case you go back to the entrance). Unlike the portable [[UpdatedRerelease Updated Re-releases]] remakes]] of ''A Link to the Past'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', ''Ocarina of Time 3D'' keeps this limitation.



* The 3D ''Franchise/SuperMarioBros'' titles (''[[VideoGame/SuperMario64 64]], [[VideoGame/SuperMarioSunshine Sunshine]], [[VideoGame/SuperMarioGalaxy Galaxy]]'') save only the number of {{Plot Coupon}}s gathered and associated records for each one (such as coins collected or race times), along with whether you've used them to unlock new areas. Mario himself has his VideoGameLives reset and is placed back at the starting point in the HubLevel whenever play is resumed. ''VideoGame/SuperMarioGalaxy2'', at least, also saves where on the PointAndClickMap the {{Faceship}} is parked, so you don't have to start at World 1 every time.

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* The first few 3D ''Franchise/SuperMarioBros'' titles (''[[VideoGame/SuperMario64 64]], [[VideoGame/SuperMarioSunshine Sunshine]], [[VideoGame/SuperMarioGalaxy Galaxy]]'') save only the number of {{Plot Coupon}}s gathered and associated records for each one (such as coins collected or race times), along with whether you've used them to unlock new areas. Mario himself has his VideoGameLives reset and is placed back at the starting point in the HubLevel whenever play is resumed. ''VideoGame/SuperMarioGalaxy2'', at least, also saves goes on to save where on the PointAndClickMap the {{Faceship}} is parked, so you don't have to start at World 1 every time.time. And ''VideoGame/SuperMario3DLand'' onward saves the number of lives you've collected.



* Every entry in the ''Franchise/TheLegendOfZelda'' series until ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' had a limit of three save files. Rough times if the game is shared by a large family or in a dorm. Fortunately, since the UsefulNotes/NintendoGameCube installments (and ports) save to memory cards, as long as you have your own this can be avoided. On the UsefulNotes/{{Wii}} and UsefulNotes/Nintendo3DS, this takes some creative work with an SD card.
** ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSpiritTracks'' lower the save file limit from three to two.
** ''VideoGame/TheLegendOfZeldaMajorasMask'' allows {{Suspend Save}}s at [[SavePoint owl statues]], but the resulting save disappears once restored. Permanent saves only occur when returning to the Dawn of the First Day, losing all disposable items, un-deposited Rupees, and unfinished quests. The game taxes the UsefulNotes/{{Nintendo 64}} to its limit, even with the included RAM expansion. Thankfully, the game's GroundhogDayLoop mechanic doubled as a way to take some pressure off the console by simplifying the save system -- only Link's weapons, {{Plot Coupon}}s, and banked Rupees need to be saved; where Link can go in the game world is [[EquipmentBasedProgression determined entirely by what he is carrying]], not by the status of the world itself. The Suspend Save was added as an Western-only AntiFrustrationFeature, but further taxes the console as a trade-off and drops the amount of save files from three to two, with the save RAM presumably being allocated in a manner that makes room for the additional owl save data -- indeed, the Suspend Save feature was absent from the Japanese release, which did have 3 save files.[[note]]This can be averted if you copy your owl statue file over to the other file, resulting in a form of SaveScumming. This almost has to be done on the GCN version, which suffers from freezing.[[/note]] The save system was revamped for the [[UsefulNotes/Nintendo3DS 3DS]] [[VideoGameRemake remake]], now making saving at the owl (and feather) statues permanent. The trade-off is that the game no longer saves when you go back in time as well, but this is more than mitigated by several additional statues to save at. A majority of them also act as WarpWhistle destinations, so they're easy to come by once you learn the Song of Soaring.
*** ''VideoGame/TheLegendOfZeldaSkywardSword'' allows saving at [[SavePoint bird statues]]. Likewise, ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'' allows saving at weather vanes (which are bird-themed).

to:

* Every entry in the ''Franchise/TheLegendOfZelda'' series until ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' had a limit of three save files. Rough times if the game is shared by a large family or in a dorm. Fortunately, since the UsefulNotes/NintendoGameCube installments (and ports) save to memory cards, as long as you have your own this can be avoided. On the UsefulNotes/{{Wii}} and UsefulNotes/Nintendo3DS, this takes some creative work with an SD card.
** ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSpiritTracks'' lower the save file limit from three to two.
**
''VideoGame/TheLegendOfZeldaMajorasMask'' allows {{Suspend Save}}s at [[SavePoint owl statues]], but the resulting save disappears once restored. Permanent saves only occur when returning to the Dawn of the First Day, losing all disposable items, un-deposited Rupees, and unfinished quests. The game taxes the UsefulNotes/{{Nintendo 64}} to its limit, even with the included RAM expansion. Thankfully, the game's GroundhogDayLoop mechanic doubled as a way to take some pressure off the console by simplifying the save system -- only Link's weapons, {{Plot Coupon}}s, and banked Rupees need to be saved; where Link can go in the game world is [[EquipmentBasedProgression determined entirely by what he is carrying]], not by the status of the world itself. The Suspend Save was added as an Western-only AntiFrustrationFeature, but further taxes the console as a trade-off and drops the amount of save files from three to two, with the save RAM presumably being allocated in a manner that makes room for the additional owl save data -- indeed, the Suspend Save feature was absent from the Japanese release, which did have 3 save files.[[note]]This can be averted if you copy your owl statue file over to the other file, resulting in a form of SaveScumming. This almost has to be done on the GCN version, which suffers from freezing.[[/note]] The save system was revamped for the [[UsefulNotes/Nintendo3DS 3DS]] [[VideoGameRemake remake]], now making saving at the owl (and feather) statues permanent. The trade-off is that the game no longer saves when you go back in time as well, but this is more than mitigated by several additional statues to save at. A majority of them also act as WarpWhistle destinations, so they're easy to come by once you learn the Song of Soaring.
*** ** ''VideoGame/TheLegendOfZeldaSkywardSword'' allows saving at [[SavePoint bird statues]]. Likewise, ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'' allows saving at weather vanes (which are bird-themed).
29th Jan '17 1:43:22 PM RacattackForce
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* ''Franchise/TheLegendOfZelda'':

to:

* ''Franchise/TheLegendOfZelda'':Every entry in the ''Franchise/TheLegendOfZelda'' series until ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' had a limit of three save files. Rough times if the game is shared by a large family or in a dorm. Fortunately, since the UsefulNotes/NintendoGameCube installments (and ports) save to memory cards, as long as you have your own this can be avoided. On the UsefulNotes/{{Wii}} and UsefulNotes/Nintendo3DS, this takes some creative work with an SD card.



** ''VideoGame/TheLegendOfZeldaMajorasMask'' allows {{Suspend Save}}s at [[SavePoint owl statues]], but the resulting save disappears once restored. Permanent saves only occur when returning to the Dawn of the First Day, losing all disposable items, undeposited Rupees, and unfinished quests. The game taxes the UsefulNotes/{{Nintendo 64}} to its limit, even with the included RAM expansion. The GroundhogDayLoop mechanic, while an essential part of the game's DarkerAndEdgier atmosphere, also takes some of the pressure off the console by simplifying the save system--only Link's weapons, {{Plot Coupon}}s, and banked Rupees need to be saved; where Link can go in the game world is [[EquipmentBasedProgression determined entirely by what he is carrying]], not by the status of the world itself. The Suspend Save was added as an AntiFrustrationFeature, but further taxes the console as a trade-off. The game runs on the same engine as its predecessor, but only allows 2 save files instead of 3, which indicates that the save RAM has been allocated in a manner that makes room for the large owl save data--indeed, the Suspend Save feature was absent from the Japanese release, which did have 3 save files.\\\
This can be averted if you copy your owl statue file over to the other file, resulting in a form of SaveScumming. This almost has to be done on the GCN version, which suffers from freezing.\\\
The save system was revamped for the [[UsefulNotes/Nintendo3DS 3DS]] [[VideoGameRemake remake]], now saving ''only'' at the owl (and feather) statues, though permanently this time. This means that the game doesn't save when you go back in time as well, and that you'll have to find a statue if you want to quit. Fortunately, more statues have been added, and most of them act as WarpWhistle destinations, so they're easy to come by.
** A less-annoying problem: even in the newer, disc-based ''Zelda'' games, only 3 save slots are allotted. Rough times if the game is shared by a large family or in a dorm. Fortunately, since the GCN versions save to memory cards, as long as you have your own this can be avoided. On the Wii, this takes some creative work with an SD card.
** ''VideoGame/TheLegendOfZeldaSkywardSword'' allows saving at [[SavePoint bird statues]]. Likewise, ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'' allows saving at weather vanes (which are bird-themed).

to:

** ''VideoGame/TheLegendOfZeldaMajorasMask'' allows {{Suspend Save}}s at [[SavePoint owl statues]], but the resulting save disappears once restored. Permanent saves only occur when returning to the Dawn of the First Day, losing all disposable items, undeposited un-deposited Rupees, and unfinished quests. The game taxes the UsefulNotes/{{Nintendo 64}} to its limit, even with the included RAM expansion. The Thankfully, the game's GroundhogDayLoop mechanic, while an essential part of the game's DarkerAndEdgier atmosphere, also takes mechanic doubled as a way to take some of the pressure off the console by simplifying the save system--only system -- only Link's weapons, {{Plot Coupon}}s, and banked Rupees need to be saved; where Link can go in the game world is [[EquipmentBasedProgression determined entirely by what he is carrying]], not by the status of the world itself. The Suspend Save was added as an Western-only AntiFrustrationFeature, but further taxes the console as a trade-off. The game runs on trade-off and drops the same engine as its predecessor, but only allows 2 amount of save files instead of 3, which indicates that from three to two, with the save RAM has been presumably being allocated in a manner that makes room for the large additional owl save data--indeed, data -- indeed, the Suspend Save feature was absent from the Japanese release, which did have 3 save files.\\\
This
[[note]]This can be averted if you copy your owl statue file over to the other file, resulting in a form of SaveScumming. This almost has to be done on the GCN version, which suffers from freezing.\\\
[[/note]] The save system was revamped for the [[UsefulNotes/Nintendo3DS 3DS]] [[VideoGameRemake remake]], now making saving ''only'' at the owl (and feather) statues, though permanently this time. This means statues permanent. The trade-off is that the game doesn't save no longer saves when you go back in time as well, and that you'll have to find a statue if you want to quit. Fortunately, but this is more than mitigated by several additional statues have been added, and most to save at. A majority of them also act as WarpWhistle destinations, so they're easy to come by.
** A less-annoying problem: even in
by once you learn the newer, disc-based ''Zelda'' games, only 3 save slots are allotted. Rough times if the game is shared by a large family or in a dorm. Fortunately, since the GCN versions save to memory cards, as long as you have your own this can be avoided. On the Wii, this takes some creative work with an SD card.
**
Song of Soaring.
***
''VideoGame/TheLegendOfZeldaSkywardSword'' allows saving at [[SavePoint bird statues]]. Likewise, ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'' allows saving at weather vanes (which are bird-themed).
26th Jan '17 1:11:06 PM Gosicrystal
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* ''VideoGame/{{Okamiden}}'' has only one save file. Unfortunately, there's a good deal of collectibles that can be LostForever -- some of which are tied into NewGamePlus functionality. These limits do not apply to [[VideoGame/{{Okami}} its predecessor]].

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* ''VideoGame/{{Okamiden}}'' has only one save file. Unfortunately, there's a good deal of collectibles that can be LostForever are {{Permanently Missable|Content}} -- some of which are tied into NewGamePlus functionality. These limits do not apply to [[VideoGame/{{Okami}} its predecessor]].



* ''Nightmare of Druaga''. You can only save your character's stats and items, not your dungeon progress (every time you go into a dungeon, you have to start from scratch). What's more, each save can only be loaded once - if you reset the console and reload, the game will assume that you're trying to get around its (very harsh) penalty for dying in a dungeon, and treat you as if that had in fact happened, stripping your character of most or all of his equipment (and items lost this way are indeed LostForever). Even if what actually happened was, say, a power outage suddenly switching off the [=PS2=].

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* ''Nightmare of Druaga''. You can only save your character's stats and items, not your dungeon progress (every time you go into a dungeon, you have to start from scratch). What's more, each save can only be loaded once - if you reset the console and reload, the game will assume that you're trying to get around its (very harsh) penalty for dying in a dungeon, and treat you as if that had in fact happened, stripping your character of most or all of his equipment (and items lost this way are indeed LostForever).[[PermanentlyMissableContent lost for good]]). Even if what actually happened was, say, a power outage suddenly switching off the [=PS2=].



* ''VideoGame/SteelBattalion'' handles saving like a Roguelike. One file per pilot, automatically saved when you do ANYTHING. Lose a VT in combat? The supply points spent on it are LostForever (albeit easily replaced). Run out of supply points? Prepare to start from the very beginning. Also expect to start a new game if your pilot dies by not [[EjectionSeat ejecting in time]] when the VT is [[CriticalExistenceFailure about to explode]] or is [[SuperDrowningSkills sinking in deep water while the cockpit floods.]]

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* ''VideoGame/SteelBattalion'' handles saving like a Roguelike. One file per pilot, automatically saved when you do ANYTHING. Lose a VT in combat? The supply points spent on it are LostForever [[PermanentlyMissableContent lost forever]] (albeit easily replaced). Run out of supply points? Prepare to start from the very beginning. Also expect to start a new game if your pilot dies by not [[EjectionSeat ejecting in time]] when the VT is [[CriticalExistenceFailure about to explode]] or is [[SuperDrowningSkills sinking in deep water while the cockpit floods.]]
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