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

In addition to other answers: it should be noted that different games do this differently.

Many games have ‘checkpoints’ in relatively quiet places with no enemies around (or have a requirement that no enemies be near when you save), hence there’s little to save other than the player character’s state and inventory.

In other games – the Halo series is a notable one – the checkpoint can happen at given spots regardless of what’s occurring, and it saves everything (player state, NPC state, projectiles etc.) This can often mean the game saves just after you fire your last bullet, or just a second before a fatal shot strikes you. You revive, die, revive, die…..

(However, it’s clever enough to add a feature that if you die within a few seconds 5 times in a row, it’ll revert back to a previous checkpoint where you’re not almost instantly killed).

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