| abstract
| - Video Games often place rules on when and how the player can save their progress in-game. Some of these were originally due to technological limitations of the hardware the games ran on, but with modern consoles having vast reserves of memory and storage space, these limitations are more because of tradition than anything else. 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. There are a wide variety of ways these can occur -- variations include:
* Placing restrictions on when/where the player is allowed to access the savegame function, such as inbetween stages/missions, on the World Map or the Hub Level, or at a Trauma Inn or explicit Save Point.
* Or (somewhat inversely), allowing the player to "save" anywhere, but returning them to a designated location when reloading their game; in other words, the system saves only their status (experience points, Plot Coupons, etc.) but doesn't save their actual position (and/or progress) within a given mission, area or level. In other words, the save describes the player's progress in Broad Strokes.
* Requiring a certain (possibly consumable) item to access the save-game function, thus limiting how often the player can save.
* Only allowing a limited number of save files. Or, alternately, requiring that subsequent saves always overwrite the same file, thus preventing the player from keeping multiple active saves. In games where a decision early in the game can have repercussions (including unwinnability) much later, this can become a challenge for the player. In most games, however, the effective result of this is just that only a finite number of players can track their progress on a single installation at one time.
* A "quick-save" or "suspend" option that saves and quits, then deletes the quick-save data after it has been reloaded (which helps prevent Save Scumming, though industrious players may find a way to cheat the system). When this is in place, you can save & quit whenever you want, but death will still take you back to the last Check Point.
* If a suspend feature is offered with no checkpoints to fall back on, it's commonly referred to as "Ironman Mode", except in Roguelikes, which are almost always like this by default. In either case, any death or Unwinnable situation makes the save unusable and forces the player to start from the beginning. Compare Check Point Starvation, for when a level (or entire game) has very few, if any, Check Points or Save Points. Examples of Save Game Limits include:
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