A save helps you play again. 

A save keeps your progress in a game. 

A saved game keeps your progress in a video game. 
In the past, players used long passwords. These were strings of letters and numbers. You wrote them down to use later. Some games used small memory cards. 
Some games let you save anywhere. Others use save points. These are special spots in the game. You can also find checkpoints. A checkpoint is where you start again after a loss. Some games use autosave. This means the game saves for you. This can happen after a set time. It can also happen when you leave. This lets you try new things without fear. It makes gaming very fun!
A saved game is a piece of digital information. It tracks how much progress a player has made in a video game. 
There are many different ways that a game can save your progress. Some games allow you to save at any time while you play. Other games use "save points," which are special spots in the game world. You might also find "checkpoints" that mark where you will start again if you lose. 
In the early days of gaming, saving was much harder. Many old arcade games did not save progress at all. They only saved high scores for players to compete for. The game Space Invaders by Taito in 1978 was the first to save scores. Because early computers could not store data easily, players used "passwords." These were long strings of letters and numbers that players wrote down. You would type the password back into the game to keep playing later.
As technology improved, new ways to store data appeared. In 1985, a game called Pop and Chips used a battery to save progress. Other famous games like The Legend of Zelda used batteries inside the cartridge too. Later, players used memory cards, like those for the Sony PlayStation. 
Sometimes, players use saves to change how a game works. Some people use a trick called "savescumming." This is when a player reloads a save to avoid losing. For example, they might reload a save if they lose a bet in a game casino. Some designers try to stop this by using special computer code. Other games use "permadeath," where the save is deleted if you die. This makes the game much harder and more exciting for players.
A saved game, often called a savefile or savepoint, is a piece of digitally stored information. It tracks a player's specific progress within a video game. This technology is vital because modern games are often too long to finish in one sitting. Saving allows players to preserve their achievements and continue their journey later. It also allows for experimentation. Players can try different choices and, if they regret them, reload an earlier state. This prevents the total loss of progress after a "game over."

The mechanism of saving has changed alongside hardware. In early systems, hardware lacked non-volatile data storage, meaning it could not keep information when turned off. To solve this, developers used "passwords." These were strings of alphanumeric characters that encoded the game state. Players wrote these codes down and typed them in later to reconstruct their progress. As technology evolved, games began using external media like compact cassettes and floppy disks. Eventually, developers used battery-backed random-access memory (RAM) inside game cartridges. This allowed the cartridge itself to hold data using a small battery.

There are several distinct types of saving methods used by designers. "Autosave" is a system where the software saves progress automatically. This might happen after a set amount of time or when a player exits. "Suspend saves" are a specific type of autosave used to temporarily interrupt gameplay. In these cases, the save is erased once the player resumes. "Quick-saving" allows a player to save with a single keystroke, bypassing traditional menus. This is much faster but can lead to a "death loop" if a player saves right before a fatal event. Some players also use "save states" in emulators, which store the entire contents of the system's RAM to disk.
Game designers use different saving rules to control the difficulty and feel of a game. Some games allow players to save at any arbitrary point. Others use "save points," which are specific locations in the game world. Save points are often used in complex games to force players to rely on their skills. Some games use a hybrid approach. For example, the game Final Fantasy VII allows saving anywhere on the world map, but requires save points inside towns or forests. Other games, like Eternal Darkness, only allow saving if no enemies are currently in the room.

The history of saving reflects the growth of the gaming industry. Early arcade games from the "golden age" did not save progress. They only recorded high scores, custom settings, and other features. Taito's 1978 title, Space Invaders, was the first to save player scores. The first console game to allow progress saving was Pop and Chips in 1985, which used an AA battery. By 1990, the Neo Geo system introduced the use of memory cards. During the 5th and 6th generations of consoles, memory cards became very common. Today, internal hard disk drives and solid-state drives have largely replaced these external methods.
Some games intentionally remove the ability to save to increase tension. This is often called "permadeath," "iron man," or "hardcore" mode. In these modes, a game over might result in the deletion of the save file. This forces the player to restart from the very beginning. Early examples of this include the game Moria and the "hardcore" mode in Diablo II. In these instances, the character's save data is often managed directly by a remote server. This prevents players from easily manipulating their progress and ensures the experience remains challenging.

Players sometimes use saving to gain an unfair advantage, a practice known as "savescumming." This occurs when a player reloads a save to undo a loss or a bad outcome. For instance, a player might save before a bet in a casino game. If they lose, they simply reload the save to try again. To combat this, programmers use various techniques. Some use deterministic, seeded pseudorandom number generators. This ensures that random events happen identically every time a player reloads. Other systems, like NetHack on Unix, use specific file permissions to prevent users from copying save files to cheat.
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