Some part of a game that carries over between multiple playthroughs or multiple players.

See also NewGamePlus, {{Twinking}}, PlayerDataSharing, and ProgressiveJackpot. If it crosses from one game to another in the same franchise, it's an OldSaveBonus. SuccessionGame is a subcategory. Very common in [[{{Roguelike}} Rogue-lite]] games. Despite the similar names, it's not quite the opposite of a {{Minigame}} or of the {{Metagame}}.


[[folder: Action Game ]]
* Skills you unlock in the ''Franchise/DevilMayCry'' series carry over between playthroughs, and it's expected that you'll max out your stats before tackling the harder difficulties.
** Clover Studios/Platinum Games seemed to like doing this, as this was also the case with the ''VideoGame/ViewtifulJoe'' games and ''VideoGame/{{Bayonetta}}''.
* The goal (if it can be called such) of ''VideoGame/NobyNobyBoy'' is to stretch your [=BOY=] to as long as possible. You can then upload your length to [=GIRL=]. [=GIRL's=] length is the total length of all [=BOYs=] submitted, and as [=GIRL=] reaches new milestones, new playgrounds are unlocked for all [=BOYs=].

[[folder: Edutainment Game ]]
* Gravestones in ''VideoGame/TheOregonTrail'' are potentially shown to future parties going along the trail. These stones could be inscribed by the player allowing for some very interesting messages.
** A particular version of the game widely circulated online has one well known tombstone: "Here lies andy. peperony and chease." For those of you who are scratching your heads, this is presumably a (misspelled) reference to [[ a series of commercials for Tombstone brand frozen pizza]].

[[folder: Fighting Game ]]
* Most modern {{Wrestling Game}}s include championship belts, whose holders are persistent between playthroughs. You can generally even put them on the line in multiplayer matches.

[[folder: General ]]
* Arguably the entire concept of Achievements (UsefulNotes/XBox360) or Trophies (UsefulNotes/{{PS3}}) fits this bill, or at least it does as far as an individual game's list goes.

[[folder:Idle Game]]
* Mots idle games work this way, where restarting the game gets you bonuses that persist throughout all playthroughs and making it easier to reach your last record.

[[folder: MMORPGs ]]
* Distinct from its NewGamePlus mode, ''VideoGame/KingdomOfLoathing'' has had a few items carry over, such as demon summoning names. There were also some other items that depended on how many other players had, such as a particular familiar.
* VideoGame/WorldOfWarcraft has several achievements that provide benefits to other characters. In the expansion ''Warlords of Draenor'' one character can unlock the ability to fly in Draenor for all characters on that account (assuming they have the training to fly otherwise) by jumping through many achievement hoops. in ''Mists of Pandaria'', one character reaching exalted reputation with a faction would be able to buy a consumable item that would give all the other characters 50% faster reputation gain with the same faction, to ease the pain of the [[DoubleUnlock triple unlocks]].

[[folder: Platform Game ]]
* The entire point of Jesse Venbrux's ''Deaths'' is this. Normally its just a platformer with very tricky death traps, however, whenever you play, the server loads up the corpses (blood and all) of all the last 100 players to die on that level. Normally this will just hint at where the hidden death traps are, however, in the [[spoiler:last two levels, you have to create a pile of your own bodies in one instance to block one of the traps, and in the other, to create a hill to jump on so that you can get to the goal.]]
** Another of his games, ''Execution'', gives you the option either to shoot a man tied to a post or not. [[spoiler:If you shoot him, you lose, and if you load the game up again it says "It's already too late." You get to the guy you're supposed to execute, only he's already dead.]]
*** [[spoiler:Even worse, deleting everything and reinstalling the game won't bring him back.]]
* ''VideoGame/RogueLegacy'' tasks you with defeating a castle's four guardians to gain access to the FinalBoss. However, your character is so weak that this will be nearly impossible. After you inevitably die, your heir will inherit the money you found in the castle, which can be used to build and upgrade training facilities to improve future characters' stats and unlock new classes and equipment, until you are strong enough to beat the game.
* The soul chips you collect in ''VideoGame/TwentyXX'' runs are used to buy stuff for future runs, although to avert the DoubleUnlock problem, you generally get whatever you just bought in the next game for free.

[[folder: Roguelike ]]
* When a character dies in ''VideoGame/NetHack'' they have a chance of leaving a 'bones' level -- a copy of the level exactly as was when they died -- to be found by other players. Their corpse is still carrying all of the loot they had in life. But the bones are guarded by the old player's hostile ghost and any surviving pets, and most of the loot is invariably cursed. Also, finding a bones pile is a sure sign that [[DemonicSpiders whatever killed your previous character]] is out there to get you.
* ''VideoGame/DungeonCrawl'' features player ghosts as well. Most characters can leave ghosts upon dying - undead, however, cannot. When a ghost is created, it inherits the traits of the character it is based on - for example, a dead summoner will use summoning magic to fight new characters.
* ''VideoGame/DwarfFortress'' generates a "world" with its own history and established locations at the beginning of the game. However, multiple games can be played in the same world, allowing an adventurer to visit fortresses created by the player in earlier games or for settlements to grow, be established, or be wiped out over time. Failed or abandoned fortresses can be reclaimed and recolonized, dead adventurers' possessions can be located and retired adventurers can be encountered and recruited. If your fortress manages to tame any "exotic" animals, a little bit of the knowledge gained about that species will trickle back to the fort's parent civilization. If you start over again with a new fortress with the same parent civilization, taming that same species will be just that little bit easier.
* In ''VideoGame/TheBindingOfIsaac'', a lot of items and bosses are unlocked after subsequent playthroughs.
* Over multiple games of ''VideoGame/ShirenTheWanderer'' it's possible to improve the towns you visit, which in turn gains you allies and new types of items to find.
* ''VideoGame/OneWayHeroics'' has a Hero Point system that lets you add more perks, unlock more classes, and expand the Dimensional Vault between adventures. More perks and Classes means more replay value and challenge, and the Dimensional Vault lets you transfer items between characters.
* ''VideoGame/LetItDie'': If you die three times in a row or give up, your character mutates into a "Hater", one of the monsters roaming the Tower of Barbs, forcing you to start over. If you are playing online while this happens, your Hater can be fought by another player.

[[folder: Role Playing Game ]]
* ''VideoGame/BravelySecond'' integrates the macrogame into the story. The only real chance the protagonist ever had to stop the game's DownerEnding from unfolding was right at the beginning, but he was much too weak to put up any meaningful resistance against the opening HopelessBossFight. [[NewGamePlus So you should fix that.]]
* ''VideoGame/DawnOfMana'' lets you keep badges and money earned, bonus stages unlocked, and pets found, as well as allowing access to higher difficulty levels.
* Once a class specialization is unlocked in ''VideoGame/DragonAgeOrigins'', it remains unlocked for all subsequent playthroughs.
* The DS version of ''VideoGame/FinalFantasyIV'' adds Augments. These are special abilities which you can assign to any party member (for example: 50% more HP, fast spellcasting, etc.). Once assigned, the Augment is always available to that party member across playthroughs.
* ''VideoGame/FinalFantasyX'': Al Bhed primers are found across the game that let you decode what the Al Bhed are saying, one letter at a time, and as soon as they're found, can be used by any file, so you can finally get what they're saying when you first meet them.
* In ''VideoGame/MassEffect1'', completing certain challenges unlocked bonuses for all other characters made by the same player. This ranged from unlocking [[BoringButPractical Assault Rifle training]] for any class or the ability to buy [[InfinityPlusOneSword Master Spectre gear]].
* ''VideoGame/MordheimCityOfTheDamned'' has the Veteran system. Each warband you make has their own individual achievements to unlock in gameplay, but they all feed into a universal EXP meter; with each level up, the player gains points with which they can purchase sweeping upgrades like reduced unit recruitment and upkeep costs, better shop prices, chances to gain weapons and armour for free, and more. Once earned, these points carry over into any and all current and future warbands. In other words, don't worry too much if your first warband fails, as they've still contributed to progress and your second warband will find going much easier.
* The tactical RPG ''VideoGame/ShiningForceIII'' had three "scenarios", each with the player controlling a different side of the war. However, the game still read your previous game's save files, allowing for customizable character names to carry over, special events in later scenarios that are unlocked in earlier ones, and even [[spoiler:a climactic final battle where the player controls all three armies at once]].
* The PSP remake of ''VideoGame/TacticsOgre'' rebalances all story battles to average party level should you replay parts of the game that occur earlier in the "timeline".
* ''VideoGame/{{Undertale}}'': It's implied that the player character, [[spoiler:Flowey, and Sans]] all remember some, if not all, actions even if they were erased by resets. Mechanically, the game itself definitely remembers a decision that carries across all subsequent playthroughs: [[spoiler:if you sell your soul to CHARA, you can't undo the decision short of unchecking backups to the cloud and then deleting the *.dll file where that choice is stored in memory]]

[[folder: Shoot Em Up ]]
* In ''VideoGame/BattleGaregga'', every time the game is played, the rank ({{shmup}} lingo for DynamicDifficulty) at the start of a new game increases. If you're playing it in the arcade in the evening, long after the machine's been on and after (presumably) many plays by other players, this can pose a problem. The only ways to initialize the rank are to reset the machine (or console, if you're in the Saturn version, or emulator, if you're playing on MAME), allow the [[AttractMode Attract Demo]] to run all the way through, or use the Options menu (again, if you're in the Saturn version).
* ''VideoGame/{{Stellavanity}}''[='=]s Story Mode gives you EXP after each playthrough for leveling up. Raising your level will increase your stats at the start of the game. You can also purchase accessories to further customize your character, which can be equipped and unequipped as needed between playthroughs. Rule Mode locks you at Level 10, but lets you use accessories, and Strict Rule Mode outright averts this trope.
* If you're playing ''VideoGame/GHOSTSquad'' with a card on a machine that accepts cards or via the Wii port, you can unlock new weapons and costumes that you can use in subsequent playthroughs, as well as unlock harder versions of missions by completing each of them.

[[folder: Simulation Game ]]
* Happens to some degree in ''VideoGame/SimCity 4'': the residential, commercial and industrial demand in your cities is affected by your neighboring cities.
** It goes a bit further than that, and leads to many exploits. You can have one city sell its power, water and landfill space to other cities on the map, but once the city is selling its "goods" you can simply avoid playing that city ever again, and so never have to maintain those service providers. This allows building adjacent cities with no power/water/trash services of their own, which costs a bit more but makes up for it with 0 pollution, 0 space taken up, and no maintenance required.
** ''VideoGame/TheSims'' is similar in this regard (though not so much in ''The Sims 3'', where switching households within a neighborhood carries a rather arbitrary penalty.)
* Partial example in ''VideoGame/GameDevTycoon''. As you make video games and develop game reports, you'll gather more information about how genres, audiences, platforms, and other factors interact—for example, you may learn that Sci-Fi/RPG is a good combination. This information will appear when you create further games in your current career, and also in subsequent playthroughs (unless you choose the option to turn this off, so as not to have an unfair advantage). You won't start off a new game with buckets of money, talent, or a shiny new office, but you ''can'' start with a load of valuable information about how to tailor your games that a "clean" new game wouldn't have.
* ''VideoGame/{{Pharaoh}}'': Playing the game in campaign mode lets you build a mansion for your [[NonEntityGeneral Non Entity Governor]], which stores a salary taken from city funds over time. The money saved up is carried over from level to level, and can be given back to the city in case of financial emergency or [[BribingYourWayToVictory spent on expensive gifts to other Egyptian nobles to raise your kingdom rating]]. [[GameBreaker To prevent abuse,]] there ''are'' some limits built in: giving yourself a higher salary than you're allowed reduces the rating (and causes the Pharaoh to think you're TheStarscream and [[YouHaveOutlivedYourUsefulness act accordingly]]), the gifts cost a percentage of your total savings (so you basically cut your savings by up to half with every use), and the game forbids you from putting city funds in your account no matter how successfully you're running it, [[AndThatsTerrible as that would be embezzlement.]]

[[folder: Survival Horror ]]
* Your character level and skills carry over when you restart in ''VideoGame/DeadRising''. And since the entire game's on a strict time limit, it's difficult to win unless you play for a while just leveling up, then restart and play through with those skills.
** ''VideoGame/BreathOfFireDragonQuarter'' by [[Creator/{{Capcom}} the same company]] had a similar system, and new playthroughs even unlocked extra scenes.

[[folder: Turn-Based Strategy ]]
* ''VideoGame/SuperRobotWars'' games will variably let you carry over pilot levels, mech upgrades, money, items, and Favorite Series (allowing you to slowly Favorite every series in the game).
** W, at least, will automatically favorite all series on the third playthrough. W also features ''enemy'' upgrades to keep some semblance of challenge.

[[folder: Wide Open Sandbox ]]
* Your galaxy in ''VideoGame/{{Spore}}'' is populated by creatures taken from other player's games. And your game. In fact, a number of in-game achievements require meeting your own creations when they are not under your control.

[[folder: Other ]]
* Around the mid-late 80s, most {{Pinball}} machines had a progressive jackpot that carried over between games. On those machines, getting the jackpot was often the ultimate goal of the game, which often required a very deliberate process to qualify it. When one player wins it, the jackpot resets to a given default value. Various accommodations can be made for tournament play, such as forcing the jackpot to some fixed value, narrowing the range of jackpot values, and giving each player an equal shot at the current jackpot value.
** Many pinball games also have an operator setting to make the game dynamically adjust the replay score, which usually awards the player a free game for reaching it. Winning one replay will cause a dramatic increase in the replay score for the very next game (for example, to win the ''n''th replay in a row might require earning ''n'' times the base replay score), to prevent one player from hogging a table by constantly winning replays. Over a longer period, this base replay score will gradually rise or fall in tandem with the average skill level of everyone who has played.
* The main selling point of ''TabletopGame/{{Risk}} Legacy'' is that every game played results in permanent changes to the board and the playing pieces. Continents are named; cities are built and destroyed; territory cards are enriched or destroyed; even new playable factions are unlocked while the starting factions gain new strengths and weaknesses.
* ''TabletopGame/DungeonsAndDragons'' Roleplaying Game Association (RPGA), which follows a very standardized game sanctioning process so that your character is official no matter what RPGA game table you play at allowing you to play the same character under multiple [=DMs=].