How do people design the save game feature in large/complex games?

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The save game feature seems simple but it’s mind-blowing how it can return the exact state of a game with all elements/events organised in the correct order. Can anyone explain how it works?

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Anonymous 0 Comments

Game design is not an obscure and unreadable mess, programmers and developers now exactly where everything is…. Not by heart but it is easy to lookup with the development tools they use

No matter how large or complex a game “seems” at the core those are just variables, your look, your inventory, location, the status of the world, quest log etc etc etc…. Variables that can be saved and loaded rather easily.

Granted the whole development process needs to be augmented with the notion that there is going to be a save system in a game, but that is decided at the planning phase before a characther is written in the program code

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