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dtgreene: It's not called save scumming outside of roguelikes; it's only in conjunction with roguelikes that I have seen that term used.

Also, I see this feature as more of an early New Game +; you start over, but get to keep something from the previous playthrough.

Majora's Mask did this; you get to keep most permanent items, but you lose consumables and quest flags are reset. (However, the game still remembers which bosses you've killed at least once, so you don't have to repeat the dungeons when it comes time to beat the game.)
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paladin181: Its used for RPGs especially when you're trying something with the RNG, such as gambling (only save when you win, reload when you lose) or getting through a dungeon or area with minimal random battles.
Actually, I haven't seem this term used with respect to non-roguelike RPGs. In particular, I have played the Dragon Quest series for years and have read forum posts about them, and that term just isn't used, even when talking about the gambling in such games. In fact, I remember seeing somebody refer to it as "gambling religiously", or something like that. (In the DQ series, starting with Dragon Quest 4, you save the game at churches.)

Fun fact: In Dragon Quest 6, right outside the most profitable casino (in terms of how many tokens you stand to gain from gambling) is a church, making it quite convenient to save before doing so.

Also, what about RNG manipulation that doesn't involve constant saving and reloading? (Akalabeth is a good example here; you could not save in the original version, but the RNG is easily manipulated in that game.)
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paladin181: Its used for RPGs especially when you're trying something with the RNG, such as gambling (only save when you win, reload when you lose) or getting through a dungeon or area with minimal random battles.
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dtgreene: Actually, I haven't seem this term used with respect to non-roguelike RPGs. In particular, I have played the Dragon Quest series for years and have read forum posts about them, and that term just isn't used, even when talking about the gambling in such games. In fact, I remember seeing somebody refer to it as "gambling religiously", or something like that. (In the DQ series, starting with Dragon Quest 4, you save the game at churches.)

Fun fact: In Dragon Quest 6, right outside the most profitable casino (in terms of how many tokens you stand to gain from gambling) is a church, making it quite convenient to save before doing so.

Also, what about RNG manipulation that doesn't involve constant saving and reloading? (Akalabeth is a good example here; you could not save in the original version, but the RNG is easily manipulated in that game.)
Agree to disagree. I have seen it used for several games and you have not.
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Spectre: Shadow of Memories was like that but instead of being beaten by a cop someone was trying to kill you.
I played this on the PSP and remembered being overwhelmed by the scope of the whole thing. You had to understand the function and relationship of all the townspeople. "Twelve Minutes" is much smaller in scope and thus has more focus which is something I can finish given the amount of free time I have, though I don't mind picking Shadow of Memories back up if it makes its way to GOG.
There is this game in development called "Twelve Minutes" with story and gameplay similar to the movie, "Groundhog Day" where you are a character stuck in a time loop.

This is the description of the game from the website:

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Twelve Minutes is a game about a man stuck in a time loop that lasts 12 minutes. You come home from work and as you have dinner with your wife, a cop shows up, beats you up and you pass out. You then wake up at the exact moment you got home.

You now have to use the knowledge of what you know is going to happen, to change the outcome and break the loop. The whole game is in real time, there are no objectives or hand-holding and everything happens in your apartment.

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You can find gameplay videos here: http://twelveminutesgame.com/media/

The wishlist page, if you want to vote for it: https://www.gog.com/wishlist/games/twelve_minutes

I asked the developer if he was going to release the game on GOG and he replied that he is only planning a Steam release for now though if the game gets enough community wishlist votes on GOG, maybe GOG might contact him?
There is a new game here that is kind of (in a very loose sense) like that, The Sexy Brutal.
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paladin181: Its used for RPGs especially when you're trying something with the RNG, such as gambling (only save when you win, reload when you lose) or getting through a dungeon or area with minimal random battles.
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dtgreene: Actually, I haven't seem this term used with respect to non-roguelike RPGs. In particular, I have played the Dragon Quest series for years and have read forum posts about them, and that term just isn't used, even when talking about the gambling in such games. [...]
Nevertheless, it's an old, non-RL-specific term. I think it had probably already started to leak out of its roguelike discussion origins by fifteen years ago or more (at which point most roguelikes were still super obscure).
A quick Google search shows just how mainstream and genre-agnostic the term has become.
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tinyE: There is a new game here that is kind of (in a very loose sense) like that, The Sexy Brutal.
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paladin181: There is a new game here that is kind of (in a very loose sense) like that, The Sexy Brutal.
Deja vu???
Post edited February 21, 2018 by greeklover
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ryuken3k: Unless you're just making a witty comment, care to share what the title of the game is?
I bet such game exists but I wasn't speaking about any particular. But I also wasn't witty. :-)

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dtgreene: Actually, I haven't seem this term used with respect to non-roguelike RPGs.
It's used across all genres.
I have never seen it as tied to single one. And certainly not to rogue-likes. Actually I think it's one of the few where it appears less often. Isn't savescumming usually even impossible there?

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greeklover: Deja vu???
Sad thing is neither of them got the name correctly.
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greeklover: Deja vu???
apparently everyone missed breja starting the time loop over.
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greeklover: Deja vu???
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paladin181: apparently everyone missed breja starting the time loop over.
Lol I just noticed that
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dtgreene: Actually, I haven't seem this term used with respect to non-roguelike RPGs.
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Vitek: It's used across all genres.
I have never seen it as tied to single one. And certainly not to rogue-likes. Actually I think it's one of the few where it appears less often. Isn't savescumming usually even impossible there?
Every reference to the term's origin that I've been able to find references the "roguelike community". More specifically, it seems to have started in old newsgroups. But, yes, it's long since escaped its enclosure and become a generalized term.

To savescum in a permadeath game is to find and back up any save files, then quit the game and copy them back to the correct location if one's character dies (making sure to back up the newer version every time one saves & quits without having died). It is tedious. :)