[REQ] Dynamic Save System

Post » Sun Jan 30, 2011 5:23 pm

EDIT: If you are not interested in reading at least the first post, or are not in the habbit of reading and frequent forums for chatting etc. I would appreciate if you didn't post in this thread. Sorry if this sounds hostile but it will keep things on topic and prevent discussions from being redundant.

After searching through all of the great mods out there on TES Nexus I couldn't find a save-game mod that adapted Oblivion to another save game system.

What I would like to request is this:

A save-game system that disallows you to save whenever you want. The way it would work is akin to the way Halo 2 or 3 checkpoint saves worked, allow me to describe if you are not familiar:

You never actually "saved" in Halo but you could always come back to your most previous "checkpoint". The way to get a checkpoint basicly required a few prerequisites.
There were two kinds of checkpoints in Halo:

-Forced Checkpoints. The only way to get these was to advance the game itself and they appeared often times a considerable distance from each other (especially if you played on high difficulty). They always appeared right before or after a large battle to ensure that if you died you were not put too far back.

-Conditional Checkpoints. The only way to get this sort of checkpoint was to clear out a 'group' of enemies before the next wave, and it often required that you and those in your party were not near any enemies. The criteria for these checkpoints is often missed and you may not get them at all between the "forced checkpoints".

This style of gameplay for Oblivion would greatly increase my desire to play. The reason being is that I would be far FAR more cautious about the fights I pick. I wouldn't be "saving" every 5 minutes and then reloading everytime I lost a battle, only to trial and error something difficult until I find the perfect way to "win". This really decreases the enjoyment of dungeon crawling and exploring because there is no real sense of fear or loss if I know that I can "respawn" not 5 feet away and have a "premonition" of the battle about to happen in 5 seconds.

I would like the checkpoint system to work in some ways as described above and have manual save completely disabled. One way to perhaps ensure a save (if you need to leave) is by sleeping. But that would be about it as far as I'm concerned. There shouldn't be any other real way to do it.

Also I was thinking of the way Diablo I & II handles their saves that made that game (especially in hardcoe mode) way WAY more fun is that they would not actually have "player chosen" saves. It was impossible to exit the game without saving, and the game system itself saved over the previous files about every 5 minutes or so (if I remember). This was great because you knew that if you died you really couldn't go back and "reload". It made gameplay fun and fearful.

Now I know some will say "why don't you just not save as often? You know, be your own checkpoint." If self-control were that easy I probably wouldn't play any video games at all and would be doing more important things with my life. But trivialities aside this requested modification would add a lot of depth to gameplay for me personally and I hope others too. If you are interested in this idea please raise your voice!

I wish I could mod this into the game, but to make a short story shorter I can't.

Thanks for considering this request modding community,

-Vvemoth
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Hope Greenhaw
 
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Post » Sun Jan 30, 2011 4:46 am

It seems to me that this would involve modifying the game's executable and that goes against the EULA. Can somebody correct me if I'm wrong?
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Annick Charron
 
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Post » Sun Jan 30, 2011 4:57 am

im not sure on that yasgur, Streamline has its own saving system that works hand in hand with default oblivion saving so im sure it could be devised through scripting, or perhaps an OBSE plugin. dont quote me on that though :P
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Kayleigh Mcneil
 
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Post » Sun Jan 30, 2011 3:23 pm

You could largely replicate the Diablo system with Streamline by editing the ini. Only have one save, set it save every 5 minutes, disable the various auto-saves, disable the normal save key and set up 'save and quit'. BUT, Oblivion is prone to corrupting save files and being reliant on one save file only is a really bad idea.
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Harry Hearing
 
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Post » Sun Jan 30, 2011 8:30 am

I don't think it's impossible either. There could be ways to force-leave menus even, so disallowing saving at all should be very well achieveable.
Triggering a save process from scripts is also already available, so I don't see that many difficulty here from the technical standpoint.

However, in the games the OP mentioned such a mechanism for saving by checkpoints might work, because you're always following a fixed path (from checkpoint to checkpoint) and can't leave it.
In Oblivion however you can always go whereever you want. So there's no feasible way to place checkpoints for a reliable saving routine. You can do saves after every battle, that's already done by Streamline, if I'm not mistaken, but you cannot possibly place checkpoints on the Wilderness map or anything. Placing checkpoints inside dungeons would be the dungeon-creators' responsibility. Those could also make it so manual saving inside their dungeons is disabled. But this won't be a "global" solution, of course. Only select dungeons would work that way then.

Technically it is very well doable... logically, not so much.
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Vicki Blondie
 
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Post » Sun Jan 30, 2011 3:03 pm

Okay then, that's cool. Sorry for the interruption. :P
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Sheila Esmailka
 
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Post » Sun Jan 30, 2011 7:21 am

I do not think Diablo2-liked save-game system would help much because you would make a backup of save manually (for my own experience).
Also, I do not think Halo2/3-liked would fully applicable (Conditional Checkpoints is not working) since the enemies spawned is somehow not similar to Halo. Let's say how do we define a group of enemies?
I do have a suggestion that save the game automatically after completing a quest for Forced Checkpoints and maybe finish a battle for Conditional Checkpoints.

Your idea is still good. If the save-game system in Oblivion is changed, gameplay would benefit some people but it may annoy some people either.

Edit: I did not use Streamline but it seems it can provide a Diablo-liked as mentioned by Wet.
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Rudi Carter
 
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Post » Sun Jan 30, 2011 4:08 pm

I don't think it's impossible either. There could be ways to force-leave menus even, so disallowing saving at all should be very well achieveable.
Triggering a save process from scripts is also already available, so I don't see that many difficulty here from the technical standpoint.

However, in the games the OP mentioned such a mechanism for saving by checkpoints might work, because you're always following a fixed path (from checkpoint to checkpoint) and can't leave it.
In Oblivion however you can always go whereever you want. So there's no feasible way to place checkpoints for a reliable saving routine. You can do saves after every battle, that's already done by Streamline, if I'm not mistaken, but you cannot possibly place checkpoints on the Wilderness map or anything. Placing checkpoints inside dungeons would be the dungeon-creators' responsibility. Those could also make it so manual saving inside their dungeons is disabled. But this won't be a "global" solution, of course. Only select dungeons would work that way then.

Technically it is very well doable... logically, not so much.


Thank you everyone for your input on this I appreciate it.

I know that the checkpoint system itself may very well be labor intensive, and wouldn't work well in the wilderness (outside a dungeon). I think if this mod/project were ever to reach fruition the first part or phase 1 of the mod would be to implement the simpler parts of the mod. Checkpoints aside, is there anyway to disable manual saving? You mentioned that it could be disabled inside a dungeon that would be nice.

I think if I were to make a suggestion for the first part of the mod, it would be that manual saves are disabled completely, autosaves do not work in dungeons or Oblivion gates*, and that you can only save in the Wilderness or in Town or if you sleep once every so often (perhaps a variable interval that the player could change in an .ini. For me I would put one save every 30 minutes or so but others could adjust that.)
*I agree that some people will be "annoyed" by my proposal and it will simply not interest them. But I have a rich history of gaming behind me, and I thoroughly enjoy old games like Turok 2 and other like-minded games where you had checkpoints you needed to reach to save your goals. I have modded my own game to my tastes, and it is very difficult. You can die easily in one or two hits, and I can kill others in one or two hits in many cases. Since that is the case I often get fearful before a battle begins making sure I know my exits and my strategy for taking on 3 or 4 enemies, but this feeling often gets dissipated when I find out that I can reload not far away. My point being, this mod certainly wouldn't be for everyone.

Even if the checkpoints for dungeons was never implemented like suggested, just the features above would be great for myself. I would love the idea that I can't save in a dungeon or Oblivion, and also that I can only save twice an hour and it does it automatically or something. Perhaps a message can be shown to the player that indicates saving is available.

Also it would be nice to implement the "save overwriting" feature that I had mentioned earlier. That way the game will not make multiple saves but overwrite the same one, much like autosave works already.

These are my suggestions! Thank you for considering them :)

-Vvemoth

EDIT:

After looking at the Streamline .ini file it really seems like most of my suggestions are very possible. Streamline has many more options for it's own autosave than I anticipated. It would be nice to see these kinds of changes or options apply to my suggestions on saving in general instead of Streamlines internal saving mechanism. I will post the code here for discussion:

;===================================================================================; [Streamsave Settings]                                    Streamsave configuration;===================================================================================set SLv.SaveTimer             to      10  ; Autosave interval (in actual minutes)set SLv.NumSaveSlots          to      15  ; Number of save slots to use (Max: 60);-----------------------------------------------------------------------------------set SLv.DuringCombat          to       0  ; Allow save during combat?set SLv.WhileYielding         to       0  ; Allow save while yielding?set SLv.DangerousArea         to       0  ; Allow save in dangerous environment?set SLv.AllowTrespass         to       0  ; Allow saving while trespassing?set SLv.AllowSwimming         to       0  ; Allow saving while swimming?set SLv.AllowSneaking         to       0  ; Allow saving while sneaking?set SLv.AllowWeapon           to       0  ; Allow saving while weapon out?;-----------------------------------------------------------------------------------set SLv.AfterCombat           to       1  ; Force a save after each combat ends?set SLv.InteriorOnly          to       0  ; Save only when indoors?set SLv.WhenIdleOnly          to       0  ; Save only when character is idle?set SLv.AfterZone             to       0  ; Save after fast-travel or door use?set SLv.AfterWaitSleep        to       0  ; Save after waiting or sleeping?;-----------------------------------------------------------------------------------set SLv.PlaySoundOnSave       to       1  ; Play a sound on save?set SLv.GagAutoSaves          to       1  ; Prevent an on-screen save message?set SLv.SaveReminders         to       0  ; Use Save Reminders instead of autosaves?set SLv.UseLiteReminders      to       0  ; Use messages (upper left area of screen)                                          ; instead of message boxes?                                          ; Note: requires SaveReminders enabledset SLv.SecureAutoSaves       to       0  ; Use menumode to produce a secure                                          ; autosave instead of using save slots?                                          ; Note: disables multiple save slots!;-----------------------------------------------------------------------------------set SLv.LowHealth             to       0  ; Allow save while health low?set SLv.LowHealthThreshold    to    0.20  ; Don't save when health lower than x%                                          ;  0.20 = 20%;-----------------------------------------------------------------------------------set SLv.SaveBeforeFastQuit    to       0  ; Do a Streamsave before a Fast-Quit?;-----------------------------------------------------------------------------------set SLv.PurgeBeforeSave       to       1  ; Do a purge before a Streamsave?                                          ;  Can help with stability of saving

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Stryke Force
 
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Post » Sun Jan 30, 2011 1:49 pm

I do not think Diablo2-liked save-game system would help much because you would make a backup of save manually (for my own experience).
Save-scummer!

While an alternate system for saves sounds like a great idea, I can't help but wonder how it would work when applied to Oblivion - or, rather, with mods where everything is out to kill you, and you can generally die in a few hits without grinding for levels. FCOM, for instance. Hell, even Nehrim applies to this criteria.

Plus, the Halo and like-minded games that use checkpoints are usually linear games - how, exactly, is the game supposed to figure out when you need to save? Every five minutes? What if a battle lasts ten? If you had only one save, you'd be screwed! Ten minutes? If you die, you end up losing a lot of progress. Furthermore, it seems like it would make more sense for it to save every time you enter a town, or dungeon, or begin a fight, or end a fight, and so on if you want to keep to the whole checkpoints thing.
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Marcia Renton
 
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Post » Sun Jan 30, 2011 2:27 pm

Save-scummer!

While an alternate system for saves sounds like a great idea, I can't help but wonder how it would work when applied to Oblivion - or, rather, with mods where everything is out to kill you, and you can generally die in a few hits without grinding for levels. FCOM, for instance. Hell, even Nehrim applies to this criteria.

Plus, the Halo and like-minded games that use checkpoints are usually linear games - how, exactly, is the game supposed to figure out when you need to save? Every five minutes? What if a battle lasts ten? If you had only one save, you'd be screwed! Ten minutes? If you die, you end up losing a lot of progress. Furthermore, it seems like it would make more sense for it to save every time you enter a town, or dungeon, or begin a fight, or end a fight, and so on if you want to keep to the whole checkpoints thing.

I think this is where customization would need to come in because my personal tastes are going to be very different than others. For instance you mentioned "What if a battle lasts ten? If you had only one save, you'd be screwed! Ten minutes? If you die, you end up losing a lot of progress." I can't think of a way to season what I want to say, but basically that's kind of the whole point of this :) I want to "end up losing a lot of progress". The problem for me is what you actually ended up mentioning which is what you said would make more "sense" to "save every time you enter a town, or dungeon, or begin a fight, or end a fight, and so on if you want to keep to the whole checkpoints thing." I don't want it to save, I want it to not save. Just the opposite. For me personally I would want two saves an hour.

I think that much of these preferences could be put into some kind of .ini format much like Streamline has done.

Your other question, "how, exactly, is the game supposed to figure out when you need to save?", I know the game can figure out how far away you are from enemies hence why you normally can't sleep or wait "when there are enemies nearby". I also believe it wouldn't be that technical to script a timer. So a checkpoint could theoretically work like this:

Check: Near Enemies?
Check Timer: >30 minutes?

That seems pretty simple. Of course that's not real code I haven't scripted anything for Oblivion before, but you should get the idea.

Thanks for you input :)
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Joanne Crump
 
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Post » Sun Jan 30, 2011 7:07 am

Save-scummer!

While an alternate system for saves sounds like a great idea, I can't help but wonder how it would work when applied to Oblivion - or, rather, with mods where everything is out to kill you, and you can generally die in a few hits without grinding for levels. FCOM, for instance. Hell, even Nehrim applies to this criteria.

Plus, the Halo and like-minded games that use checkpoints are usually linear games - how, exactly, is the game supposed to figure out when you need to save? Every five minutes? What if a battle lasts ten? If you had only one save, you'd be screwed! Ten minutes? If you die, you end up losing a lot of progress. Furthermore, it seems like it would make more sense for it to save every time you enter a town, or dungeon, or begin a fight, or end a fight, and so on if you want to keep to the whole checkpoints thing.

There are two requirements to disable saving at will:
  • Disable the console (can be done in Oblivion.ini)
  • Remove the section of pause_menu.xml that adds the save button

The former is fairly easy, and simply requires knowing where Oblivion.ini is - do the reverse of any guide on how to enable the console.

The latter is slightly harder:
  • If you don't have any mods which alter pause_menu.xml, you'll need to unpack it from "Oblivion - Misc.bsa" and put it in the folder in the "/Data/menus/options/" folder, creating it if necessary.
  • Edit the line " " to " " (111 in the default)
  • Edit the line " " to " " (152)
  • Delete everything from " <!-- SAVE BUTTON ==================== -->" (114) to before (but not including) " <!-- LOAD BUTTON ==================== -->" (135)
  • Alternatively, wrap everything from the line after the save button line (115) to the one before the load button line (134) in comments (<!-- -->)


Here is how things should look if you have the default file:
		<!-- RETURN BUTTON ==================== -->		                     3                            2             <_center_x>                                
2
<_top> 5 4
2
<!-- set user1 to false to disable --> &xbuttonb; 3
<!-- SAVE BUTTON ==================== --> <!-- 4 <_center_x> <_top> 1 2 --> <!-- LOAD BUTTON ==================== --> 5 <_center_x> <_top> 1 &false;


Alternatively, add the line " &false; " to anywhere in the '' section after the include line. This should keep the button there, but make it disabled.

I haven't tested either of these, but both should work.
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tegan fiamengo
 
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Post » Sun Jan 30, 2011 5:52 am

What does that have to do with anything in my post?

For me personally I would want two saves an hour.
Well, that simplifies things - doesn't it? Streamline lets you set the time between autosaves, so...
So a checkpoint could theoretically work like this:
Check: Near Enemies?
Check Timer: >30 minutes?
That seems pretty simple. Of course that's not real code I haven't scripted anything for Oblivion before, but you should get the idea.
I'm afraid that pseudocode makes no sense to me. Are you saying something along the lines of "has it been 30 minutes yet? is the area free of enemies? if so, save" or "are there enemies nearby? check how long it's been since the last save - if it's more than 30 minutes, save the game"?
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NeverStopThe
 
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Post » Sun Jan 30, 2011 4:24 pm

There is all sorts of ways this could be done. Not quite like Halo, but just off the top of my head I could think of a few different things that might possibly be fun and interesting.

1. Save tokens
You can only save if you have a token but you can save anywhere. Either you have to buy them or find them.

2. Save points.
You can only save at certain locations. EG. an NPC service or

3. Make Consequences for Saving.
Similar to the save tokens idea, but these consequences could incur more of a disadvantage, like reducing 1 pt from every skill each time you save, or lasting attribute/skill damage effects.

4. Make saving into a mini quest.
So every time the player reloads they have to beat the mini quest first before they can actually return to their game.
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Scotties Hottie
 
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Post » Sun Jan 30, 2011 7:30 pm

What does that have to do with anything in my post?

Sorry, I just hit reply on the first button I saw when I decided to post. Obviously not quite awake enough to notice all the text in there when I started to type.
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Devin Sluis
 
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Post » Sun Jan 30, 2011 8:53 pm

Well, that simplifies things - doesn't it? Streamline lets you set the time between autosaves, so...I'm afraid that pseudocode makes no sense to me. Are you saying something along the lines of "has it been 30 minutes yet? is the area free of enemies? if so, save" or "are there enemies nearby? check how long it's been since the last save - if it's more than 30 minutes, save the game"?


Your first presumption was correct. I wasn't interested in getting verbose, but essentially you would want the conditional checkpoint cycle to see if there are first any enemies nearby, if it returns "False" or nil than you check and see how long it has been since the last checkpoint, or '>30 minutes' in my example (if that returns true than you would qualify for a checkpoint). This is just a brainstorm session, sorry if my example was confusing.

There is all sorts of ways this could be done. Not quite like Halo, but just off the top of my head I could think of a few different things that might possibly be fun and interesting.

1. Save tokens
You can only save if you have a token but you can save anywhere. Either you have to buy them or find them.

2. Save points.
You can only save at certain locations. EG. an NPC service or

3. Make Consequences for Saving.
Similar to the save tokens idea, but these consequences could incur more of a disadvantage, like reducing 1 pt from every skill each time you save, or lasting attribute/skill damage effects.

4. Make saving into a mini quest.
So every time the player reloads they have to beat the mini quest first before they can actually return to their game.


I actually like your ideas thank you for contributing!

I am a purist player and I love immersion, the only real issue I would take up with the tokens idea is how it would be perceived as an in-game item. However the concept could still be implemented perhaps in another way that is roleplayer friendly. Perhaps make it so you are buying some kind of metaphysical reward from an Aedra or Daedra and have it be pseudo quest related like you mentioned in point 4. Depending on the particular Aedra or Daedra of your connection your save-quest could involve different things from helping somebody, killing somebody, collecting a certain flower or ingredient, killing undead etc. etc. You wouldn't want it to be anything that needed to be scripted, and it would need to be something that can be repeated almost infinitely for the duration of the avatar's career. So picking respawnable ingredients or killing certain kinds of enemies that respawn would need to be the sort of prerequisite material for this idea.
I rather like the idea of only certain areas or NPCs that allow you to save. I suppose I didn't think of it just that way yet, but perhaps even something as simple as 'you can only save in town' or even speaking to a guard to save would greatly increase the game-play that I am proposing.
I propose that the this "Mod" be flexible because everyone has their own personal preference so perhaps there could be options like:
Saving in X allowed? *Yes/No*
X = Dungeon
X = Wilderness
X = Town
X = Oblivion
X = 'while health is >20%'
X = '+-5 minutes since player has engaged in battle'
Other ideas welcome.
The potential of these ideas are great, but it is also admittedly an impractical starting point for the save game idea itself. The reason being, anyone who has undertaken a large project will know that you need resources etc. to complete it, and often times the most successful large projects don't start out that way. They start with a simple yet complete idea that can then evolve into greater application. I propose the simple form of an alternate save system first like was mentioned above to disable normal saving and have a script to check "enemies nearby" and then when the last time you saved was to allow either an auto-save or even a conditional manual save. After that is finished it will be easier to consider greater parts of the idea and actually accomplish them.

I also would like to thank RandomSpecification for his idea, I will test and try it out interim to the modification proposed in this thread. Much appreciated :)

Thank you!

-Vvemoth
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HARDHEAD
 
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Post » Sun Jan 30, 2011 5:57 pm

With modded Oblivion so crash-prone, i would suggest more saving and the ability to save more, not less... :shrug:

But continue the discussion....
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Oscar Vazquez
 
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Post » Sun Jan 30, 2011 4:28 pm

[quote name='anithinks' date='10 October 2010 - 06:47 PM' timestamp='1286750829' post='16469252']
With modded Oblivion so crash-prone, i would suggest more saving and the ability to save more, not less... :shrug:

But continue the discussion....
[/quote]

It's really the criteria for the save I am most interested in. Crashing is unfortunately a reality, and so are corrupted saves. In the perfect game we wouldn't need to consider this as part of the final product but I suppose we must. Perhaps there could be one backup save per character that gets kept everytime a new save is made. But the entire idea of "save more, not less" is really relative on how you like to play. The product I am proposing is a different save system that is not dependent as much upon your personal desire to save an instance of the game. The way this would work is the way it is already working in many other games, including RPGs. I used Halo and Diablo II as examples because their systems are specific and well implemented but perhaps I can add a more generic definition to the possibilities. Here is a very good excerpt from Wikipedia:

[quote name='http://en.wikipedia.org/wiki/Saved_game']
Types of saved games

Save points

Save points are employed either when a game state is too complex to save at any given point or as a way to manage the difficulty level (i.e. a save point located before a difficult area, or one single save point before a set of difficult bosses rather than in between).

Checkpoints

Checkpoints are locations in a computer or video game (generally found in platform games) where a player's status is saved and where the character respawns in the status saved by the checkpoint. A respawn is most often due to the death of the in-game character, but it can also be caused by the failure to meet an objective required to advance in the game. Some of these checkpoints are temporary and last until a new checkpoint is activated, the level is cleared, or the player loses all his/her lives. Most modern games, however, save the game to memory at these points, known as auto-saving. In many racing games with a limited race completion time, checkpoints passed by the player increase the amount of time available to finish the race by adding time to the countdown. In some games, bonuses are awarded for passing checkpoints.

Autosaves

A common feature of games with long load times is to automatically save the game immediately after loading a new level (much like a checkpoint save), so that if the most recent manual save was very close to the end of the last level and the player then needs to reload, they do not have to spend time reloading the previous level, playing for a short period and then loading the new one again.

Save states

A unique method of saving games is possible when playing under arcade and console emulators. These give the advantage of saving games even if the game or the system did not support such a feature. This is done by means of a RAM dump, which saves all the RAM data of the emulated console into a computer file for later use. Saved games of this kind are usually called "save states". "Save state hacking" is the practice of modifying the data in these saved states to achieve various effects, some of which would otherwise be impossible.

Some games that feature save points also use a variation of a save state called a suspend save; these saves will record the complete state of the game and the player will continue from that exact point when they resume. However, the point of this save is to allow the player to stop the game because they are interrupted and do not have time to reach a save point; as such, this save state is erased when the player continues the game so that the player cannot use this feature to inch their way through the game. Restoring from the same suspend save multiple times is often considered savescumming, and is generally considered cheating on most roguelikes.

Quick saving

Similar to save states, quick saving is the term used for saving the player's progress in a game at any given time. Normally, to save progress the player must reach a designated point in a level (checkpoint), or if saving is permitted elsewhere it is usually achieved through the use of a menu. In games that allow quick saving, one can save progress with a simple keystroke, bypassing the menus or checkpoints. Accompanying quick saving is the quick loading feature, which is a complementarily assigned key to load a game instantly.

Some people consider the use of quick save in a game to be a form of cheating since it allows the player to incrementally "inch" through a difficult level regardless of skill. Others see the omission of quick saving as a fatal flaw in a game, believing that the player should have control as to when the game is saved. A good balance can be achieved if a game's difficulty level is set so that quick saving is not required but to still provide the facility for those players that wish to make use of it. Some games (e.g. Painkiller) exclude quick save capability from the highest difficulty levels.

Quick saving is usually a feature found in PC games and is often not present in console games. One reason for this is hardware limitation: because a quick save must contain information about the entire level state, rather than minor statistics such as player health and inventory, it can require significantly more memory to store the information (a quick save for Doom 3 is approximately 10 megabytes in size, while a corresponding save game for any PlayStation game only occupies a few kilobytes). Half-Life for the PS2 gets around this by saving the quick saves directly to the console's memory; if the game is left for any reason without going into a menu and saving properly, the quick save is lost. In The Orange Box, which when for the PlayStation 3 contains no autosave function, the player is merely reminded to quick save at important checkpoints. On Oddworld: Abe's Exoddus, the quicksave function is accessible at any time during play through the pause menu and is useful to use it in safe spots so that in the occasion that you die in the next dangerous part of a level it is not necessary to repeat a relatively long section of playing to try it again, however, because it's possible to quick save when you are cornered or otherwise bound to lose, and because you can't quick save on more than one location some strategy is needed to know when it is useful and safe to quick save.

Save anywhere

Another type of saved game is the concept of save anywhere, which allows the user to save at any point of the game at any time at any state of the game. The phrase "SAVE SAVE SAVE" is a reference to this feature and if often included in guides to these types of games to ensure that the user takes maximum advantage of this feature. This was chiefly a computer-only save game ability until the introduction of hard drives on console systems.

Some high-end models of digital audio players and portable media players have the "save anywhere" system for playlists and randomization modes for audio files (and videos).

Integration of saved game systems into gameplay

Game designers often attempt to integrate the save points into the style of the game. Resident Evil represents save points with old fashioned typewriters (which require an ink ribbon item for each save), the Grand Theft Auto series used representations appropriate to the era of the setting: audio cassettes for the mid-1980s (Grand Theft Auto: Vice City), 3?-inch disks for the early-1990s (Grand Theft Auto: San Andreas) and compact discs for the late-1990s (Grand Theft Auto: Liberty City Stories). Many RPGs integrate the function of saving into the form of a journal that the characters can write into, or by auto-saving whenever the character stays at an inn or other resting place.

Square is notorious for commonly treating save points as legitimate objects within the game world. In Chrono Trigger, a save point in Magus' castle will actually attack the character if he attempts to use it. In Final Fantasy VII, there is a save point at the Gold Saucer amusemant park that forces the player to spend in-game currency to use it. There is also a phony save point serving as a distraction early on. If it is checked, the player misses out on a new character. In Final Fantasy VIII, the effects of a mysterious magical spell cause one save point to suddenly replicate into dozens of save points when touched. In Chrono Cross, Terranigma, and Xenogears, the character's recording of his memories in the game's various save points becomes a plot point later in the game.

In Donkey Kong Country 2: Diddy's Kong Quest, it costs two banana coins to use any save point more than once. Also, there is a puzzle in Alundra 2 that entails a cost in GP proportional to the number of times the game has been saved, penalizing frequent savers.

Perhaps one of the most famous integration of saved games in gameplay is Metal Gear Solid. Depending on how often the player saves, Psycho Mantis and Revolver Ocelot comment on how often they save, and also comment if save files from certain other Konami games are on the same memory card.

Another way saved games interact with each other is through passing along data to a particular game's sequels. A famous example of this is in Konami's own Suikoden series. By having and utilizing a save state from Suikoden's final save point that includes all 108 Stars of Destiny recruited, extra characters and plot elements are introduced in Suikoden II, and both previous games can stack with Suikoden III to show the player even more. Another notable example is the Ratchet & Clank series, in which having saves from previous entries to drastically reduce the price of previously purchased weapons that reappear in later games. Saves of non-related games can also interact with each other; for example, Super Smash Bros. Melee will reward the player with a Captain Olimar trophy when he or she boots the game with a Pikmin game save on the memory card. The character Rosalina becomes available on Mario Kart Wii if you have a Super Mario Galaxy save on your console. In Mass Effect 2, the player can import a save from Mass Effect which can alter the events that transpire in the game.
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I have many specific ideas on the 'how and what' to implement into a Dynamic Save System, but since this is a Request Thread I am very much at the mercy of the individual or group who are willing to take this idea and implement it into Oblivion. I hope somebody does do it honestly, and that individuals continue to contribute ideas until somebody qualified is willing to take this Mod as their own. Until then these suggestions are here for brainstorming and I hope you benefit.

Thanks,

-Vvemoth
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Jack Bryan
 
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Post » Sun Jan 30, 2011 1:40 pm

With modded Oblivion so crash-prone, i would suggest more saving and the ability to save more, not less... :shrug:

But continue the discussion....

I have to agree.

I use two kinds of saves because of this. Streamsaves if the game crashes, and console saves that I use more or less like checkpoint saves. All it takes is self control only to load the streamsaves when the game crashes.
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Lily Evans
 
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