# The \*create function and saves

**URL:** <https://forum.choiceofgames.com/t/the-create-function-and-saves/96815>\
**Category:** ChoiceScript Help\
**Tags:** tips, coder\
**Created:** [March 20, 2021, 11:45am UTC](https://forum.choiceofgames.com/t/the-create-function-and-saves/96815 "2021-03-20T11:45:05Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![brushmen](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/brushmen/32/205437_2.png) [@brushmen](https://forum.choiceofgames.com/u/brushmen)\
**Post date:** [March 20, 2021, 1:05pm UTC](https://forum.choiceofgames.com/t/the-create-function-and-saves/96815/2 "2021-03-20T13:05:02Z")

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Yes, I think so. That’s one reason save feature is currently not in the default design of the system.

> [@How to make save/loads?](https://forum.choiceofgames.com/t/how-to-make-save-loads/89353/14):
>
> Saving and restoring has a problem: if you upgrade the game, it can break all existing saved games. The most obvious way this can happen is if you \*create a new stat, which gets set in the first chapter. Anyone restoring their games in subsequent chapter won’t have that stat set. It’s easy to write code that improperly assumes that a certain stat is set to a valid value, e.g. \*if/\*else chains that consider only three possibilities, but don’t consider the fourth possibility that the variable is …

So one would want to plan the mechanical aspects of a CS project as thoroughly as possible from the beginning, or not rely on save, or at least let players know that their save game will likely be useless in future updates of the game.

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