Saved game
A saved game is, at its simplest, a piece of digitally stored information about the progress of a player in a video game. But that plain description understates what it represents: for decades, the humble save file has shaped the entire rhythm of how people play, how designers build challenge, and how game worlds are allowed to have consequences. Before saved games existed, losing meant losing everything. Before save points, a single mistake could unravel hours of play. The questions this documentary will answer are: how did the saved game evolve from a technical afterthought into one of gaming's most contested design choices, and why do some designers still refuse to let you use it at all?
In the earliest video games, there was simply nothing to save. Games from the beginning of the medium had no plot to develop and were brief enough to be completed in a single sitting. Classic arcade titles from the golden age of arcade video games tracked high scores and custom settings, but a player's progress through a game was never preserved between sessions. The first game to save any player-generated data at all was Taito's 1978 shoot 'em up Space Invaders, which retained the player's score.
As games grew on home computers through the late 1970s and into the 1980s, the technical constraints of saving were significant. Early home computers lacked reliable internal storage, and early consoles had no non-volatile memory at all. The workaround was the password: a string of characters that encoded the game state, displayed on screen so players could write it down. BYTE magazine noted in 1981 that Zork's save feature, while intended to let players return to the game over many weeks, was being used by players to preserve their position before a risky move. InfoWorld countered that same year, arguing that save games legitimately allowed players to experiment with different approaches to the same situation. The debate between these two views has never fully resolved.
Home computers in the early 1980s eventually gained access to compact cassettes and floppy disks for external storage, before settling on internal hard drives. For console players, battery-backed RAM on game cartridges became the standard solution. Pop and Chips for the Super Cassette Vision in 1985 was the first console game to allow saving progress, using an AA battery on the game cassette. The Legend of Zelda and Kirby's Adventure both used battery-backed cartridge RAM for their saves. Memory cards arrived with SNK's Neo Geo arcade and home system in 1990, extending the approach to machines that used other storage for games themselves.
Once saving became technically feasible, it became a design decision rather than a necessity. A game that lets players save anywhere produces a very different experience from one with fixed save points. The available options fall into a few broad categories, each with distinct effects on difficulty and feel.
Unrestricted saving, where a player can pause and save at any arbitrary moment, places full control in the player's hands. Some games modify this slightly: in the GameCube title Eternal Darkness, the player can save at almost any time, but only if no enemies are present in the room. A stricter limit appears in IGI 2, which allows only a handful of saves per mission, and in Max Payne 2, which imposes a save limit only on the highest difficulty.
Save points, by contrast, are predetermined locations where saving is permitted. They serve two purposes: they simplify the technical challenge of capturing complex game states, and they force players to earn progress rather than preserve every footstep. Some games blend both systems. Final Fantasy VII allows saving anywhere on the world map, but inside towns, caverns, and forests, the player must reach a designated save point.
Autosaving removes the decision from players entirely, triggering saves automatically at fixed intervals, after completed tasks, or when the player exits. A stricter version is the suspend save: a file created automatically on exit and deleted on resumption, so the save exists only to pause, not to replay. Checkpoints represent a related mechanic, respawning characters at the last reached location after death. Modern games often autosave at these checkpoints invisibly, while older systems marked them visibly, at a cost to immersion.
Overusing saved games to undo every unfavorable outcome has its own name: savescumming. The practice makes losing genuinely impossible, because any unwanted result can be reversed by loading an earlier file. A common example involves in-game gambling: a player bets everything on a roulette outcome, saves if it succeeds, and reloads if it fails, repeating until the desired result appears. Savescumming can also be used to avoid losing key characters, failing performance grades, or entering unwinnable situations.
Game programmers have developed several countermeasures. On multiuser Unix systems, NetHack uses the setgid permission mechanism to prevent players from copying save files into the required directory. Another approach uses a deterministic, seeded pseudorandom number generator: because the random sequence is fixed at the start, reloading a save produces identical outcomes every time. The only way to change the result is to play differently, not to reload repeatedly.
A quick-save created just before a lethal event creates what is called a death loop, where the player respawns into the same situation indefinitely. Quick-saving and quick-loading allow a save or load with a single keystroke, bypassing the menu, title, and confirmation steps of traditional saving. Games that offer only quick saving may be unplayable by more than one person without a separate user account system to distinguish their files.
Some game designers go further than limiting saves: they delete them on death. The practice has several names, including permadeath, iron man, and hardcore mode. In Moria and in Diablo II's hardcore mode, the character save is managed by the server, so death cannot be reversed by reloading a local file. The concept was popularized by Rogue, whose namesake genre makes this the core mechanic: death ends the run entirely and the game restarts from scratch.
The suspend save, once deleted on resumption, functions as a form of permadeath enforcement. Players who copy the file before resuming can cheat the system, which is itself considered a variety of savescumming. For online games, progress is maintained on a remote server, which removes local file manipulation as an option. The tension between allowing experimentation and preventing rollbacks has shaped the entire roguelike genre, and the distinction between a suspend save and a permanent save remains a live design question for developers today. The Wii U and 3DS Virtual Console titles introduced "restore points," which function identically to save states but carry no reload restrictions, while the Switch's Nintendo Classics software uses "suspend points" that work the same way.
A save state is a specific form of saved game that exists within emulators. When an emulator stores the complete contents of a program's random-access memory to disk, the result is a save state. This allows players to preserve progress in games that never supported saving at all. Save states entered mainstream use in the early 2010s through Nintendo's Virtual Console.
Because save states capture a raw memory snapshot, they are comparable to system hibernation or computer snapshots, though limited to the emulated program rather than the full machine. The technique also enables save state hacking, in which a hex editor modifies the stored memory values to alter gameplay conditions in the player's favor. Save states can be used to bypass any saving restriction built into the original game, which makes them a particularly versatile form of savescumming when applied to emulated titles.
Game designers have long tried to fold the save mechanic itself into the fiction of their games. Resident Evil represents save points as old-fashioned typewriters, requiring an ink ribbon item for each use. The Grand Theft Auto series used era-appropriate representations: cassette tapes for the mid-1980s setting of Vice City, 3.5-inch disks for the early-1990s San Andreas, and compact discs for the late-1990s Liberty City Stories.
Other games make saving a plot element. In Chrono Cross, save points are called Records of Fate and are managed by an antagonist called FATE, which uses them to control people. In Anonymous;Code, the protagonist Pollon Takaoka's ability to save and load is the central game mechanic and the foundation of the entire story. Some games use saves as traps: in Chrono Trigger, a fake save point in Magus's castle triggers a battle instead of saving.
Save data has also been used to connect games within a series. The first three Wizardry installments required players to import their characters from each previous installment to begin the next, carrying over all experience and equipment. Later versions made this optional, as do the Fire Emblem, Shenmue, and .hack series. Cross-game connections appear in other forms as well: the character Rosalina becomes available in Mario Kart Wii if a Super Mario Galaxy save is present on the same console, and the save file for Midnight Club 3: DUB Edition can be imported into its Remix version. The Legend of Zelda: Oracle of Seasons and Oracle of Ages actively encourages players who have finished the game to share progress with others through a password-swapping side quest.
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Common questions
What is a saved game in video games?
A saved game is a piece of digitally stored information about a player's progress in a video game. It allows players to stop and resume play without starting over, and is common in virtually all modern video games, especially role-playing games.
What was the first video game to save player data?
Taito's 1978 shoot 'em up Space Invaders was the first game to save the player's score. For console game progress saves, Pop and Chips for the Super Cassette Vision in 1985 was the first, using an AA battery on the game cassette.
What is permadeath and how does it relate to saved games?
Permadeath, also called iron man or hardcore mode, is a game feature that deletes the save file when the player dies, preventing any reloading to undo death. Diablo II's hardcore mode and the genre-defining Rogue popularized this mechanic. It developed from older suspend-save systems that were erased upon resuming play.
What is savescumming in video games?
Savescumming is the practice of repeatedly loading saved games to undo unfavorable outcomes, making it impossible to permanently lose. It can be used to reverse lost battles, failed objectives, or bad luck in in-game gambling. Developers counter it with seeded random number generators and server-side save management.
What is a save state in video game emulation?
A save state is a snapshot of an emulated game's random-access memory saved to disk, allowing players to preserve progress even in games that lack a built-in save feature. Nintendo's Virtual Console brought save states to mainstream use in the early 2010s. The Switch's Nintendo Classics calls them suspend points; Wii U and 3DS Virtual Console called them restore points.
How have game designers integrated save points into game stories?
Some designers use skeuomorphism to make save points fit the game world. Resident Evil uses typewriters that require ink ribbons, while Grand Theft Auto titles used cassette tapes, floppy disks, and compact discs to match their settings. In Chrono Cross, save points are story elements controlled by the antagonist FATE, and in Anonymous;Code the protagonist's save-and-load ability is the central game mechanic.
All sources
15 references cited across the entry
- 1webIGN's Top 10 Most Influential GamesGeddes, Ryan — 2007-12-10
- 2newsZork, The Great Underground EmpireLiddil, Bob — February 1981
- 3magazineIn Search of the Ultimate Computer GameTim Barry — 1981-05-11
- 4magazineBravo World Record!16 April 1993
- 6journalPlaying with Game TimeChuk Moran — 2010
- 7thesisSaving the Game is Shaping the Game: Defining and Understanding the Save MechanicFemke Lucienne Geerts — Utrecht University — 2017
- 8bookExploring Roguelike GamesJohn Harris — CRC Press — 2020
- 9bookLevel Up! The Guide to Great Video Game DesignScott Rogers — John Wiley & Sons — 2014-04-16
- 10bookFundamentals of Game DesignAdams Ernest — New Riders — 2010-04-07
- 11webDeathloop: What is Zenimax planning?Angyal Aniko — The Geek — 2019-01-02
- 12bookDebugging Game History: A Critical LexiconHenry Lowood et al. — MIT Press — 2016
- 13bookI Am Error: The Nintendo Family Computer / Entertainment System PlatformNathan Altice — MIT Press — 2015
- 14webRestore Point or No Restore PointSergio Cazares — 2013-12-15
- 15webCheaters Branded on Xbox Live, Gamerscore Reset, JoystiqChristopher Grant — Joystiq — 2008-03-25