It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
Dogmaus: ...
avatar
Gersen: One of the issue, apart from the number, is what do you mean by "manual saves", really "manual" saves or save anywhere ?
save everywhere
if I "manually" save at a given spot, that's a check point.
avatar
Gersen: One of the issue, apart from the number, is what do you mean by "manual saves", really "manual" saves or save anywhere ?
avatar
AB2012: I took it to mean you can save your progress at will (via quicksave or manual save) allowing for stuff like cutscenes.
yes
Post edited February 09, 2022 by Dogmaus
Is this GOG games only?

If not then are you also going to count if official game patches added that feature?

Such as Tomb Raider III & Daikatana they both originally used save crystals, but official patches removed them and allowed you to save anywhere. (If you don't patch them from the original retail then they use the crystals still.)
avatar
RoboPond: Is this GOG games only?

If not then are you also going to count if official game patches added that feature?

Such as Tomb Raider III & Daikatana they both originally used save crystals, but official patches removed them and allowed you to save anywhere. (If you don't patch them from the original retail then they use the crystals still.)
yes, gog only now
if the patch is included in the gog verison, it goes in the list of games that allow manual save
if it has to be installed or modded it goes on the list of games that don't, with a note, possibly linking to the patch or mod
the list does not care for original retail versions, only the gog version matters
for example, the Castelvania/Contra games by Konami are included as they have manual saves.
I saw you mention google docs not working (good, we should distance ourselves from evil monopoly google), so here's an alternative: https://cryptpad.fr/

I'd be interested in knowing where the saves are located, since having them in the game folder fell out of practice a while ago. It would also be good to know what kind of saves a game has.
Deletes save: roguelike
one save slot or more
checkpoints
etc.
Post edited February 09, 2022 by Vendor-Lazarus
avatar
Dogmaus: Is anyone interested? I feel I will mostly get answers only by the usual forum trolls, but if some other person is willing to contribute it could be a nice thing to have. If I could have just done a GOG Mix I would have done this a long time ago.
avatar
AB2012: I'd be happy to contribute but there are literally thousands of them and you're going to hit the GOG forum post size limit long before you get even 10% of the way through, so it's best to have the Google Sheets document up and running (and shareable) first as the major problem with such lists is they start off well but quickly grow to become too much workload for one person, so adding a few trusted co-authors will ease the workload on yourself. One thing I would add instead of perhaps "setting" is a Notes field as there are some games where a config file edit can enable QuickSave / QuickLoad keys that aren't enabled by default (Frictional Games spring to mind), and including information on how to enable it seems relevant.
Also Far Cry - manual saving has to be done through the console. So, it's in the grey area of being available without modding, but not straight out of the box.
For the games on my list, the following have save anywhere:
* Ultima 5 and onward (4 only allows overworld saves)
* Wizardry 4 and 6-8 (4 not on GOG, 4 forces you back to the title screen and enemies respawn on reload)
* Infinity Engine games (except that the game might not let you save if it thinks enemies are nearby; in BG2 I had to rewatch the cutscene between chapters 3 and 4 because of this)
* Both Pathfinder games
* Bard's Tale remastered trilogy (also original 3 and some versions of 2)
* Elminage Gothic (reloading in the dungeon has a minor time penalty, which can eventually age your characters)
* Saviors of Sapphire Wings
* Ys 1 and 2 (also Ys 3, but not on GOG)
* Civilization games and similar

Save only at certain points:
* Ultima 4 allows saving only on the overworld
* Stranger of Sword City Revisited
* Timespinner and Bloodstained (but they're still manual saves, unlike in something like Hollow Knight, and to me that's a significant difference)

Perhaps I could mention that the Elder Scrolls games have manual save anywhere. (In fact, because of bugs, it's best to save often and in multiple slots when playing one of these games; probably a good idea for WRPGs in general, for the reasons I mentioned in the topic where I explained why WRPGs are buggier than JRPGs.)

Also, The Alliance Alive HD Remastered has an interesting approach: You can manually save anywhere, but you only get one slot. (Note that this save doesn't have any other catches; you can reload from it as many times as you want.) However, you also get to save at the inn, and you have plenty of inn save slots.
avatar
Vendor-Lazarus: I saw you mention google docs not working (good, we should distance ourselves from evil monopoly google), so here's an alternative: https://cryptpad.fr/

I'd be interested in knowing where the saves are located, since having them in the game folder fell out of practice a while ago. It would also be good to know what kind of saves a game has.
Deletes save: roguelike
one save slot or more
checkpoints
etc.
It's not a linear progression.
Case in point:
* Nethack effectively lets you save anywhere, but the save is effectively deleted on reload or death. (This is typical for roguelikes.)
* Final Fantasy 3 (Famicom) only lets you save in certain spots, but you can reload the save as much as you want. This becomes a major issue in the final dungeon, due to the fact that the only place you can save is relatively early in the compound dungeon (after the 1st of 4 parts), and there are a total of 6 bosses you need to kill after the point of no return (plus 1 fight you're supposed to lose).

(There's also a difference between automatic checkpoint saving and manual save point saving.)


Forgot to mention:
* Ys 6, Ys Oath in Felghana, and Ys Origin only allow saving in specific spots. (Note that I am not familiar with any of the later Ys games and how they handle saving.)
Post edited February 09, 2022 by dtgreene
avatar
Dogmaus: save everywhere
if I "manually" save at a given spot, that's a check point.
Personally I think you should change the description then. Peoples are used of "checkpoint" games where the game save automatically for them, so "manual save" is not synonymous with "save everywhere" nowadays, it might cause confusion for peoples.
low rated
this seems totally pointless
avatar
Dogmaus: save everywhere
if I "manually" save at a given spot, that's a check point.
avatar
Gersen: Personally I think you should change the description then. Peoples are used of "checkpoint" games where the game save automatically for them, so "manual save" is not synonymous with "save everywhere" nowadays, it might cause confusion for peoples.
thanks, now the name of the list specifies "save everywhere anytime"
avatar
Vendor-Lazarus: I saw you mention google docs not working (good, we should distance ourselves from evil monopoly google), so here's an alternative: https://cryptpad.fr/

I'd be interested in knowing where the saves are located, since having them in the game folder fell out of practice a while ago. It would also be good to know what kind of saves a game has.
Deletes save: roguelike
one save slot or more
checkpoints
etc.
thank you. That link is an empty black page for me, google sheets is fine.
avatar
AB2012: I'd be happy to contribute but there are literally thousands of them and you're going to hit the GOG forum post size limit long before you get even 10% of the way through, so it's best to have the Google Sheets document up and running (and shareable) first as the major problem with such lists is they start off well but quickly grow to become too much workload for one person, so adding a few trusted co-authors will ease the workload on yourself. One thing I would add instead of perhaps "setting" is a Notes field as there are some games where a config file edit can enable QuickSave / QuickLoad keys that aren't enabled by default (Frictional Games spring to mind), and including information on how to enable it seems relevant.
avatar
pds41: Also Far Cry - manual saving has to be done through the console. So, it's in the grey area of being available without modding, but not straight out of the box.
thank you, I was thinking of adding it last night but i wasn't sure
Post edited February 09, 2022 by Dogmaus
avatar
Dogmaus: thank you. That link is an empty black page for me
That's very weird. Works for me, and I use Pale Moon (non-chrome & non-firefox), which is known for site issues, due to google chrome(ium) monopoly having many sites be specifically tailored for it.

How about https://cryptpad.fr/sheet/?

If not, then a Gibiru and Brave Search (non-google) turned up this issue about CSP headers: https://github.com/xwiki-labs/cryptpad/issues/246 (did you check browser console log?)

Are you using any (google ad)blockers or (google CDN)replacers?
Rimworld has manual saves, as and when you wish, and the ability to delete individual saves as one wishes, too.

I'm playing on Linux, so the location of the save games are:

/home/<account folder>/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Saves (This folder will be hidden)

On other systems, the save game locations are apparently as followed...

WINDOWS: C:/Users/[username]/AppData/LocalLow/Ludeon Studios/RimWorld/ (Note the AppData folder may be hidden)
MAC: /Users/[username]/Library/Application Support/RimWorld/
There is yet another consideration one might be interested in collecting.

The XCom games have manual saves. As well as autosaving the last three turns in a mission and the last point before the mission began, which can be supplemented at any time with manual saves. The original reboot uses the in-game calendar as the game save title with no option to change it, but the later games do allow for the player to call the save anything (up to the character limit, which is a couple of dozen alphanumerics and a most of the special characters) which makes the hundreds (I probably have thousands) of game saves easier to manage.

Some games only have a limited number of save slots, and some of those only have generic ordination for the nomenclature. (System Shock is one, IIRC.) Other games display more metadata, like how far through the chapter / total game progress, or even who is a member of the party, as in the Infinity Engine series, which keeps their portraits with the save. Neverwinter Nights has a screenshot .
avatar
scientiae: There is yet another consideration one might be interested in collecting.

The XCom games have manual saves. As well as autosaving the last three turns in a mission and the last point before the mission began, which can be supplemented at any time with manual saves. The original reboot uses the in-game calendar as the game save title with no option to change it, but the later games do allow for the player to call the save anything (up to the character limit, which is a couple of dozen alphanumerics and a most of the special characters) which makes the hundreds (I probably have thousands) of game saves easier to manage.

Some games only have a limited number of save slots, and some of those only have generic ordination for the nomenclature. (System Shock is one, IIRC.) Other games display more metadata, like how far through the chapter / total game progress, or even who is a member of the party, as in the Infinity Engine series, which keeps their portraits with the save. Neverwinter Nights has a screenshot .
Reminds me of the Elder Scrolls series, where it works as follows (all these games allow save anywhere, even during combat):
* Arena: 10 save slots (perhaps understandable due to the limitations of the time), named as you wish
* Daggerfall: 6 save slots (a step down from Arena, and it a game that's considerably buggier, making it more necessary to save in multiple slots), named as you wish
* Morrowind: Infinite slots, named as you with. However, you can't save until you complete the tutorial (which is fortunately very short and doesn't have anything that can kill you).
* Oblivion: Infinite slots, but for whatever reason you can no longer name the saves. (Why did they do that?) You *can* save during the tutorial, which is good because it's a lot longer than Morrowind's, and it actually has enemies. (Note that you can respec your character at the end of the tutorial, so some players make a save there and just re-use it whenever they want to start over with a new character.)

avatar
scientiae: The XCom games have manual saves. As well as autosaving the last three turns in a mission and the last point before the mission began, which can be supplemented at any time with manual saves.
I think this is a good system, manual saves that are supplemented by autosaves.

This approach isn't that unusual, as I've seen it in games like Baldur's Gate 1/2, Wizardry 8, and Pathfinder: Kingmaker. Some games even have the option of allowing you to configure the number of autosaves and quicksaves to keep. (Worth noting, however, that these particular games don't allow mid-battle saves. This isn't an issue for many games, but it could be for Wizardry 8, which is notorious for the amount of time some combats can take.)

Interestingly, Pathfinder: Wrath of the Righteous, which is like Kingmaker in terms of saving, has one feature that can trigger a save when it isn't normally allowed. If you press Alt-B, the game will make a save file, and then present you with a screen where you can report a bug in the game. (I wouldn't be surprised if, should you follow through and actually submit a bug report, the save file gets sent with the report.)
Post edited February 10, 2022 by dtgreene
I can see another potential hitch in this plan. Some games change the saving behavior based on the difficulty. Painkiller for example becomes checkpoint only on the hardest difficulty. Or Enclave on the hardest difficulty completely disables in-level saves. There are checkpoint saves otherwise, but only stating it as an example.

Or games where you can save anywhere, but allow only a limited number of saves in a level based on the difficulty:
Hitman games
Soldier of Fortune

It's not that common, but you can still stumble upon it from time to time

avatar
dtgreene: I think this is a good system, manual saves that are supplemented by autosaves.
That is indeed the best. Some games even include an option, where you pick an X amount of time and the game autosaves every 10 minutes for example. And they allow you to set how many of them you want the game to maintain.
avatar
idbeholdME: I can see another potential hitch in this plan. Some games change the saving behavior based on the difficulty. Painkiller for example becomes checkpoint only on the hardest difficulty. Or Enclave on the hardest difficulty completely disables in-level saves. There are checkpoint saves otherwise, but only stating it as an example.

Or games where you can save anywhere, but allow only a limited number of saves in a level based on the difficulty:
Hitman games
Soldier of Fortune

It's not that common, but you can still stumble upon it from time to time
I'm of the opinion that, if difficulty affects saving, then the game should either:
* Have saving be the only thing affected by difficulty (like how I Wanna Be the Guy removes save points at higher difficulties (though I wish they wouldn't call the "easy mode only" save points "WUSS")), or
* allow the way saves work to be customizable independently of the difficulty setting (like Iron Man modes in games like Wizardry 8, Temple of Elemental Evil, both Pathfinder games)

Also, games should not lock things like gameplay modes behind modes that restrict saving or turn on permadeath.