Your personal opinion, regarding Saveslots.

Altephim

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This is in my opinion, the most appropriate place to post questions such as this.


If by any chance, this Thread seems to break the rules of this Sub-category thing, then I would kindly ask you to move this Thread to it's appropriate Sub-Category.


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If you had to choose in between a 'Multiple Saveslots' system and a 'One saveslot' system, which would you prefer to see in a game?


If you chose the 'Multiple Saveslot' system, what number of Saveslots would You consider Enough?
 

TheMarbleFox

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Each has their own ups and down and  depends on the type of game you are trying to make. 


If its a standard linear game with no real twist turn or than i'd say  a single save slot would be good.


However if you are making a game that has multiple ways of going about tasks, characters who can die (either npc or party members),


branching story paths, and decision making (EX. save the prisoner, or let him/her die). Then you might want multiple save files in case a


player isn't happy with how they went about a certain  aspect of the game. One save would make it impossible to go back and fix a mistake made,


but hey maybe that's what you want, If you do decide on multiple saves I'd say....maybe 10-15 slots?
 

Altephim

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Each has their own ups and down and  depends on the type of game you are trying to make. 


If its a standard linear game with no real twist turn or than i'd say  a single save slot would be good.


However if you are making a game that has multiple ways of going about tasks, characters who can die (either npc or party members),


branching story paths, and decision making (EX. save the prisoner, or let him/her die). Then you might want multiple save files in case a


player isn't happy with how they went about a certain  aspect of the game. One save would make it impossible to go back and fix a mistake made,


but hey maybe that's what you want, If you do decide on multiple saves I'd say....maybe 10-15 slots?
You sir, are one spicy meatball indeed, thank you for pointing the ins and outs of every system and for your time~


For now, just like you said, I would keep the Saveslots to an Enough but Not-So-Over-The-Top number.
 

Lucy Fox

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I'm nearly allways against single-slots in games. Not only that you can't go back to a previous point, you are also lost if the save get corrupted for any reason.


Although it can be a great experience to have all decisions permanent. (I'm looking at you - Dark Souls (¬‿¬) )


But! This also has to fit the game. If it doesn't fit in, it's nasty.


And if you really want to have a single save. Then make more then one save anyways. But let the player only load the last one. So you can have a save-backup in case anything happens. :)


For multiple saveslots..... you can never have enough of them! xD


But yeah.... 10 should be enough. (In case you want a cap.)
 

Altephim

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I'm nearly allways against single-slots in games. Not only that you can't go back to a previous point, you are also lost if the save get corrupted for any reason.


Although it can be a great experience to have all decisions permanent. (I'm looking at you - Dark Souls (¬‿¬) )


But! This also has to fit the game. If it doesn't fit in, it's nasty.


And if you really want to have a single save. Then make more then one save anyways. But let the player only load the last one. So you can have a save-backup in case anything happens. :)


For multiple saveslots..... you can never have enough of them! xD


But yeah.... 10 should be enough. (In case you want a cap.)
Yeah, 10 will do the jab.


Thanks again~
 

TheMarbleFox

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You sir, are one spicy meatball indeed, thank you for pointing the ins and outs of every system and for your time~


For now, just like you said, I would keep the Saveslots to an Enough but Not-So-Over-The-Top number.
You're welcome  ;)  glad i could help!
 

byronclaude

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I like anywhere from 3-5 slots.  Need at least 3 if the game is to have any twists, side action, or ability to "farm".  More than 5 is sloppy or disorganized to me.
 

Galv

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I think multiple save slots are also good if the game is played on a computer/device that is used by multiple people. Each one might want their own save slot or slots.
 

AwesomeCool

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Multiple slots > one slots all the time (even if the game is super linear).


I am still annoyed that Pokemon still only allows one save slot.


It just makes it so I cannot re-experience the main game story ever again without deleting my current save setup for online battles.


Also, I could never share the game with my brother due to the one save-slot system (he ended up never playing it as a result).


I like the way the elder scrolls does it (10 saves per character made), not only does it allow as many playthroughs as one wants, it keeps the saves separated and organized.
 

bgillisp

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I find while testing my game that I want as many save slots as I can have. That way I can go back and test a different approach. I've actually come close to using up all of the 24 save slots allotted in ACE with Yanfly's save manager, may have to extend it to 32.


As a player, I usually find 3 - 5 comfortable for 1 player. However, growing up we once had 4 people playing the same game on the same comp, and in that case we really loved games that gave us as many save slots as we wanted, just to avoid accidental overwrite. Even games that had only 10 slots sometimes found all of them used up what with 4 games in progress at once.
 

Espon

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It honestly depends on the game.


For standard RPGs, multiple saveslots are best as it allows you to go back if you made a mistake or something somewhere and allows you to do multiple playthroughs without giving up your last game.


If it's a game where you can freely replay content and just unlock things as you go, then there really is no need to have multiple saves.
 
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terrorchan

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If you think a single-save spot is enough, you clearly didn't have siblings and don't know the struggle of having to share the file.


I suggest 3-5. Most games I've played have 2, but there were three of us (I always made my little bro and sis share so I could have my own! Ha!)
 

Shaz

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Multiple save slots.  Especially if it's a difficult game, or if it's a branching game, where decisions affect the plot or the outcome.  I think 8 is a good number.  I've seen people complain when only 4 were available, and personally I think 16 is overkill.


Could you please use a standard/default sized font for your posts?  They're REALLY hard to read with that tiny font size - you're going to extra effort to make things difficult for participants of the thread (just like limiting to a single save slot is going to extra effort to make things difficult for your players).
 

captainproton

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Definitely multiple save slots.  Even if the game is linear, it provides an option for people who have to share a device. (Come on, Pokemon, seriously.)
 

LaFlibuste

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I'd think the real question you want to ask is not "Should I have multiple save slots" but "Should players be allowed to make multiple saves of their game/save wherever they want?". It feels to me like you are wondering if you want to prevent players from making multiple saves to try different approches/paths and choose the one that worked out best, to stop them from save-scumming and/or that you would want your game to be a little more deterministic/hardcore. It could be a viable option, although it might please a different public. In any event, I don't think limiting the number of save slots is the way to go. It just prevents different people from playing the game at the same time, or a player keeping his old finished (or not) game files to try a new approach/path. Here are 3 options you might want to consider for your issue, though. Note that each of them makes your game that little bit more hardcore and might discourage more casual players. It's not inherently a bad thing, just something to consider.

1) Should players be allowed to duplicate their saves? The traditional way of saving is it opens a screen with all the save slots and you save however you like. Maybe you don't want this, though. Maybe, when starting a new game, a player chooses in which slot he wants his game to be saved, and whenever he saves the game afterwards it automatically saves in that slot (and that slot only) without opening the save slots screen and the whole shebang. Players couldn't fork their game in this manner, couldn't go back as easily to change paths, it would be a little more deterministic/hardcore. A single game would go a single path, and if you want to try other stuff, you have to start a new one. Although, as some else said, keeping duplicate files to avoid save-games boing corrupted for whatever reason and permanently lost would be something to consider.


2) How/When/Where should players be allowed to save? In more modern games, you can typically save (almost) wherever you want, at any moment you want. It's pretty flexible, but maybe you don't want that, maybe you think it breaks the atmosphere or screws up your game's balance somehow. Older RPGs had specifically identified save points. You could skip it if you pleased, go back to save as many times as you wished, etc., but at least you couldn't save anywhere. It limits the player a bit on how/when he forks his game. Maybe you won't save scum that boss so much if you have to go through two thirds of the dungeon each time you aren't pleased with the outcome of the fight, as opposed to saving right before the boss (or worse, during the battle). There is yet an even more hardcore option: have a few pre-select auto-save points. The player doesn't really control where and when the game saves at all. Maybe it saves when you complete or start a dungeon, enter a town or any other pattern you like. Save scumming and forking might become nigh impossible, the game will become that much more deterministic. This last method might be more appropriate for episodic games / games divided in short chapters, but who's stopping you from using it anywhere else? It could work.


3) Should you consider using perma-death? Okay, this is not directly save-related, but it's the kind of thing you think about when you hear of single-save-slot-games. It gives off a rogue-like vibe, hence perma-death. Of course, this is a pretty peculiar mechanic and should be considered carefully before being chosen. Generally, games are tailored around it, and it really speaks to a particular public, which might not be your target audience. This generally goes better with single save-slot games because those games imply relatively short playthroughs. Having multiple saves is much less significant if your average playthrough lasts about half an hour. Of course, to avoid repetition and becoming too boring too quickly, such games rely on heavy randomization, which is another challenge and peculiar game feature.

So anyway, just a few things to think about. Hope it helps //rmwforums.s3.amazonaws.com/emoticons/default_smile.gif
 
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Wavelength

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I respectfully but passionately disagree with @TheMarbleFox and I'd recommend doing almost the exact opposite of what he said.


In fairly linear games, systems/mechanics-focused games, and JRPGs in general, there is no reason not to go with multiple save slots.  Multiple people might be playing the game using different files, people may want to try multiple different builds for a character... there are lots of reasons to give the player this freedom with their save behavior.  I'm of the belief that RPG Maker's default 16 slots isn't enough - I'm including 50 in my own game because I think players may want to keep multiple playthroughs and/or be able to skip back to any point in the adventure and replay it for fun or practice.  I can't think of too much of a downside in including lots, even up to 99, so long as you always default to the last save made when the player opens the Save/Load menu. //rmwforums.s3.amazonaws.com/emoticons/default_smile.gif


On the other hand, in games with permadeath, games with radically-branching story paths, roguelikes, and any game where a large part of the aesthetic is that the player should feel impact with every single choice they make - these are the kinds of games where one save slot can be justifiable and sometimes wise.  If you can just go back and redo your decisions any time you like, sure that makes things very playable, but it also reduces impact.  Undertale is a recent example of a game where the player's choices felt more impactful because of the inflexible single-save structure.  Most roguelikes use this to make the player's gameplay choices seem more impactful, as well.
 

terrorchan

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Can i get real here for a moment? We're debating over how many save files there are and the function behind it, but the player isn't going to give a crap about it as long as there are at least two or three. I've never seen anyone complain about too many, but people complain about there being too few (Pokemon) all the time. If the player wants to use the save ability to their advantage, just let them. 
 

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