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

I’m always impressed about the save mechanism in Fallout 4. You can literally store thousands of things in hundreds of containers all over the world. Plus you can build dozen of settlements and even place items there. In addition to that you can have a huge amount of save games.

Same applies to Minecraft. As simple as it looks every save contains the information of thousands of blocks. I guess it’s probably really simple. The game probably just saves every location of a block. Like a big ass log with informations like on 3x 35y -20z there is a block of sand. But still impressive.

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