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SAVE STATES VS SAVE FILES

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I know save files is probably not the best term to use since a save state is a save file, but I'm sure you guys will understand what I mean. If you have a better term for me to use let me know and I will edit my post.

A while ago I discussed how often/where you should be allowed to save and surprisingly many of you said you should be able to save any where. That leaves me wondering should save states be implemented into games? Of course you would still have save files, but that leads me to my next question if save states were implemented in modern games would save files become obsolete?

Just to clarify I am talking about games that have an in game feature to save, such as save points, main menu save, etc. I know many PC games save their data like a save state, so that when you load the file you resume the state you were in. If any of those games don't have a save restriction then they will be considered to use save states and not save files.

Save State: The ability to save anywhere at any time, no restrictions.
Save Files/Restricted Saving: Restricted to saving via points, menu and other restrictions.
Marrend
Guardian of the Description Thread
21806
Consider where the term "saved states" come from. It comes from emulators, and their ability to save the game-state where it normally isn't allowed. Such as in the middle of a battle (Darigaaz, I hacked mid-battle state-saves in BOF2 for the express purpose of recharging Ryu's AP and abusing his dragon forms, it's not even funny), or just before making a choice. There may be other scenarios where a saved states are appropriate, but the general sense is that saved states are "instant speed saves". They are the here and now of yesterday, whereas saved games are generally "slower", or have a more solidified place in-game.

Maybe that's just me, though.
Well, whatever you do, don't ever think "well, there's a save point/the user can save state before this event, making this totally bullshit death excusable".

Seriously, the number of ROM hacks and various "save state every room" kind of games that do that on a constant basis... it stops being funny after a while, yanno?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I think the term you're looking for is "quicksave," for the type of save files that make you exit the game when you save them, and then get automatically deleted when you load them. They obviously can't be the game's only form of saving unless it's a permadeath game, because you can't reload from them after dying! Also if you run out of laptop battery or something while playing you will have to start the game over! So you still need a way to create a permanent save file, whether that's done automatically or manually by the player.

If you're limiting the places where the player can make permanent save files, there's basically no reason at all not to have quicksaves and they make your game vastly more accessible, so please use them. If you allow save-anywhere they are far less important.

If this isn't what you're talking about, I don't know what you mean by "save state".
A game with both 'save points' (places limited to where you can save) and quicksave features are fine. SaGa Frontier 1 and 2 allowed you to save anywhere, which seemed alright, but games like that usually end up with me screwing myself into saving in an unwinnable scenario, and it's easy to say 'well just don't make that possible in the first place', but holy shit, that's a bitch to test for. Fuck that. I've run into very few games where the developers judgement on when/where I should save has made me frustrated.

author=Locke
If this isn't what you're talking about, I don't know what you mean by "save state".

He's talking about the ability to save absolutely anywhere/anytime in ROMs. I know you've played ROMs before man!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
No, I'm pretty sure he's just misusing the term that usually refers to that, since he's taking about adding features to RPG Maker games, and there's no actual difference between that and save-anywhere except the ability to save mid-battle.

Are we talking about adding the ability to save mid-battle? Because that is dumb. Don't do that.
The ability to save anywhere at anytime was used by a bunch of games. The SaGa series allowed it, as did many other games, like Final Fantasy Mystic Quest. However, this could land the player in a bad place if he or she saved in a bad situation.

A game that I'm playing right now, Romancing SaGa on the PS2, took an interesting approach to this. In that game, you can save at INNs in town to a file on the memory card. You can make as many files as you like. Then, the game also gives you a single, immoble slot that allows you to save anywhere. The game calls that one slot a "quicksave", but it isn't the same as in other games. The game doesn't automatically quit when it's used. It's just an extra slot that you can use at any time, but you can only have one of it. It's a brilliant approach, because it still keeps the player on his or her toes, without the ability to totally destroy the player's game due to bad decisions. This is because the player will also have the ability to fall back on his or her normal saves made at INNs, in towns, where it's always safe.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I never used the normal saves in Romancing SaGa. I honestly don't understand why they exist.
author=LockeZ
I never used the normal saves in Romancing SaGa. I honestly don't understand why they exist.

They are there to restore a previous save when you get yourself into an unwinnable situation in the quick save slot.
author=Locke
No, I'm pretty sure he's just misusing the term that usually refers to that, since he's taking about adding features to RPG Maker games, and there's no actual difference between that and save-anywhere except the ability to save mid-battle


No dude. He's talking about the ability unique to save states, in that you can save literally anywhere/anytime.

author=Locke
I never used the normal saves in Romancing SaGa. I honestly don't understand why they exist.


What Rya said. I hope you were competent enough at the game to never have to worry about saving yourself into oblivion.
@Lockez
Save states don't usually get deleted and you can load them up again as long as you didn't save state over it. I got the term "Save State" from emulators though some commercial/indie games have similar forms of saving.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Save states are a type of save file though. In fact they're identical to save files in every way except that the term "save state" implies that you're using an external tool to make a save file in a place where the game doesn't really allow you to save. Obviously by definition this means it's not something you can consider adding to your own game.

so I'm still not sure where the "vs" in the topic comes from or what two ideas you're actually comparing

I just assumed you were using the term wrong because otherwise the topic makes no sense.
McBick, are you asking this from a developer's point of view or the players? That may help us understand a bit more.

From a developer's point of view, there is no real difference. If you want to implement a save anywhere feature in your game, this can already be done with RPG Maker. It's the default option. In such a case, both a save state and save files would essentially be the same thing, the only difference being a save state may allow you to save mid-battle or a cut scene. I suppose in the case of a really long battle or cut scene, a save point could be useful, but otherwise, it doesn't make sense to have two systems that do the same thing.

If a developer plans on save points a the sole means, then as LockeZ pointed out a Quick Save is the best option for players, so they can leave the game when necessary.

I'd still avoid saving anywhere in the middle of a battle or cut scene, as it seems redundant and more work than necessary.

However, if you're talking about this from a player's point of view, that would make more sense, especially in game's where the developer has implemented save points and removed the ability to save anywhere. This is really no different than an emulator allowing save states (to save your progress anywhere you'd like) for games that either didn't have saves or had specific save points.

The problem here, though, is the player more than likely would need a tool that would break the developer's intended design of the game. For emulators, roms, and hacks of known commercial/console games, that may be acceptable, but it's usually frowned upon with the RPG Maker community to find ways to circumvent each other's games without approval from the developer. After all, it's assumed if the developer intends for players to change the way their games work, they'd leave them decrypted anyways.

@Lockez
I am talking about saving without restrictions vs saving with restrictions. Did you not read my opening post because your bringing up stuff I mentioned?

@Amerk
I am talking about both points of view.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I just couldn't understand your opening post because it kept using the wrong words for things. So the topic has nothing to do with save states at all, and also has nothing to do with comparing save files to any other option? You're just talking about how much to restrict saving? Got it.

Unfortunately that leaves me with a different question: why you made this topic after mentioning in the OP that you'd already read the previous topic about it and then summarizing what people said in it.
halibabica
RMN's Official Reviewmonger
16948
Ow, my semantics.

The methods by which you allow saving depend entirely on the kind of game you're making. How much freedom you can afford to give the player with saving depends on a lot of factors, the most important of which being the consequences of a game over, power out, F4, or whatever session-terminating circumstances arise.

As others mentioned, you mustn't allow the player to save in a no-win situation, but that doesn't mean it can't ever work. Take, for example, the Elite 4 in Pokémon games. Those games let you save anywhere, including before Elite 4 battles, but the player can't retreat if they can't win. It may be an unwinnable situation, but the consequences for losing aren't Game Over. The player is instead warped back to the Pokémon Center where they can rethink their strategy (and mourn all the money they lost).

So, depending on the nature of the consequences, allowing the player to save anywhere is doable. However, you also run the risk of those saves being exploited. Once again, an example from Pokémon: the Game Corner. Game tokens were expensive as f@#$, and hoping for the RNG to fall in your favor on the slots was the dumbest way to accrue them. Every time I needed tokens, I'd save before using the slots, play until I either won big or lost too much, then save or restart respectively.

For a more typical RPG example, suppose you had a chest with randomized contents. If the player can save anywhere, they can save in front of the chest and keep opening it until they get the result they want.

How and when you allow the player to save can make or break a game. Context is everything.
I have save everywhere and save points in my game. The save points are for players who need a reminder of when to save (or want to save only at save points as a challenge), and the save anywhere is for the players who want insurance and that feeling of invincibility you get from being to save anywhere.

If I could easily implement save states in the same sense as an emulator (ie literally anywhere to the frame saves), I would do it.

I don't care if people abuse save games. That's their prerogative. It's a single player game, it's built for that person to have as much fun as they can within the confines of the game. If they get bored of doing a vanilla run-through and want to abuse randomized chests for their own enjoyment, then they can be as "gamey" as they want. For the players who want to play the game as I intended, they can use save states and accept randomized treasure. Lots of people will do both, and that's fine, they aren't competing against each other so they can cheat all they want.

I, and I'm sure lots of other people, generally play older games on emulators and have unlimited access to save states. I find it hard to play without them, now, so I give the player that same ability. There are always going to be ways to abuse a game to make it easier for you (being gamey is always possible) because I'm a single person making a game and I can't run down all the opportunities for it, but the player is challenging themselves, so let them set the bar at whatever height they want.

I'm not going to yell at somebody for playing my game and grinding until it's easy, so I'm not going to yell at them for saving before an area that has monsters that randomly drop an item so they can reload until they get it. I don't really understand singleplayer games that are so careful you can only play the game one way. I want to play it my way, dang it!
halibabica
RMN's Official Reviewmonger
16948
I'm a bit torn on that perspective. I can see what you mean, but I don't entirely agree. It's one thing for a game to be convenient to play; that's something all games should strive for. It's another for the game to lay down and die when the player feels like pressing 'A' to win. It depends on the type of game, of course, but for something that's meant to be challenging, giving the player total control of their saving doesn't necessarily work.

With my RPG example of the randomized chest, it's a matter of convenience. If the player saved right in front of the chest and reloading took only 3 seconds, it only makes sense they'd spam it for the best result. If the game had save points and half the dungeon stood between the player and the chest, they wouldn't even think to try it twice unless they were absolutely determined. Grinding is like that, in a sense; tedious work the player puts in to make the game easier for themselves. The gain in stats is their reward for the monotony.

Going back to my Pokémon examples, I've never felt bad about cheesing the Game Corner or saving before a fight and resetting when I lost it. It's less of a problem in later games where in-game money isn't limited, but those things don't make the game any easier. It's bypassing a bogus minigame or preventing a costly failure. For the latter case, the challenge still remains.

Again, it really depends on the type of game you're making. I remember that some of the old PC Tomb Raider games let you save wherever you wanted. However, if you saved in a dangerous situation, you could get flattened by a rock or be falling off a cliff with no hope for redemption. If that was your only save, congrats! You get to start the whole game over (idiot). Now, suppose if the only requirement for saving was that the player was standing still. They'd be unlikely to save in a tight spot, and therefore be less able to screw themselves over.

How much freedom you allow the player in saving depends on way too much to be so cut and dry. The kind of saving freedom you get with rom hacks is rarely ideal, but even slight restrictions on saving can make the difference.

EDIT: Just remembered why the old Tomb Raiders were such a problem. Save and Load were similar functions for it, so if you screwed up a jump or something, you might accidentally save instead of loading, thus dooming yourself unwittingly. Standstill would've solved it regardless. >_<
I think, for me, it comes down to letting the player choose his own level of challenge. I want players to be play the game the way I want them to play it; thus the save points being decided upon with great forethought. But I also want the player to play the game he or she wants to play it, and if that means cheesing a random encounter, than so be it.

I totally understand your perspective as well, but my view on it is this: There ARE going to ways to be gamey and abuse the system, it's almost impossible to avoid them. People have put great work into making it more difficult for the player to grind up, but I don't mind if they do it; your argument is that it is tedious work the player has to put in to make it easier for themselves, and it's entirely true. My argument is that I don't want the player to have to put in tedious work, ever, because it isn't fun. If the player REALLY wants to take advantage of the game, I want some control in deciding how they do it, so that it is still a fun experience for them. Games are played for the player to have fun with, I'm not going to let my ego stand in the way of that person taking whatever they want from it. Yes, it's my story that I am telling, and yes it was my work that they are ignoring by circumventing it, but if they are having fun than that is nice to. I'm not casting aspersions, it's not an ego thing for a lot of people, but I worry about running into that territory more than I do about players getting the best item out of a random chest (which I tend not to use anyway, because randomizing whether or not you get amazing items isn't very nice).
halibabica
RMN's Official Reviewmonger
16948
I get what you're saying, and I pretty much agree with it. I'd only add that, while grinding is tedious work, it's also the player's choice. As long as it's not required, it's up to their play style whether they do so or not. If they're too dumb to see alternate solutions to grinding, well, that's on them, too. ;P
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