Saved game

As a savegame (English about " Saved Game " from save, save ',' save ' and game, game' ) is called in computer games from a player or program recorded Score. This can be downloaded, for example, if the character or the Avatar dies or a mission fails. Savegames are files stored on a storage medium (hard disk, memory card ) are stored. Here, to save space instead of all actions of the player only game-related parameters such as the position of the avatar or role-play stored encodes the inventory that are interpreted when loading the game so that the game looks exactly like when saving. The actual savegame also the corresponding date are often stored with the time and the elapsed time in the game to make it easier to find the current savegame. Savegames are used almost exclusively in single-player games because multiplayer games usually take place at a time. However, there are exceptions, it is now common practice for example, in real- time strategy area, save multiplayer battles and thus be able to interrupt, which is often made ​​use mainly to LAN parties. More recently ( since about the beginning of the 21st century ), a ( scaled ) Screenshot of Score is in many games to each storage point addition (including the thumbnail called ) stored for the player in selecting the to load savegames can better orient, of where he wants to continue the game. General distinction between two types of savegames, also provide their advantages and disadvantages over again for controversial debates between players and in the assessment of a game about through a computer game journal between editors.

  • 5.1 Local Disk
  • 5.2 Server-Side

Fixed memory points

When the defined memory points method can only be stored at specific points in the game, such as before a particularly difficult battle (so-called boss fight ) or in role-playing games in the capital. This method is the older and more controversial of the two methods. Many players and journalists complain that artificially stretched by this method the playing time and frustration is being promoted on the part of the player, such as when a job needs to be frequently performed because within can not be saved. This criticism is especially true when the memory points are too far apart or are distributed unfavorable. Advocates of this method often called the argument by defined memory points climb the thrill in the game since the virtual death tougher consequences. Fixed memory points are used in all console games and therefore in many multi-platform titles. Through their video game origins are the main genres in which fixed save points are used, action adventure (such as the GTA series ), platformers and racing games (such as the Need for Speed ​​series).

Suction. " Autosave " (English neologism either " automatically" [ automatically adverb ] and " to save" or " automatical " [ automatically adjective ] and "Save Game", about " automatic save point " ) is determined by the game automatically Make created. These are similar to the principle of defined memory points are often created at the beginning of a new game section or particularly difficult -to-master sites. A weakening of this principle are savepoints or checkpoints. This is only recorded a score in the memory of the computer or the console, which is after the death of the player character or after the failure of a mission restored. If the match has ended, this balance is lost and the task must be repeated in its entirety.

Free Save

When the free storing method, the player or the program can at any point in the game (except this cut scenes and rendered video sequences are often for technical reasons) save the game. The biggest difference is that heavy sequences are easier to manage because you can save or difficult jump out passages within boss battles ( fight against an opponent with a particularly high level of difficulty compared to other opponents ). Critics criticize this aspect, as they say, the game would thereby be boring. Proponents of the technology then lift out against frequent that players with greater freedom is allowed, and you can also pause the game for a short time without losing the game progress. There are two different types of free storage points, all of which are in most games available:

  • Ordinary savegames, that is, the player moves to save in the short term to the main menu of the game, selects a menu item such as " Save", is a name for the savegame one (often also from the game pre-generated names of parameters such as level name or time exist ) and save the game on the hard disk. This saved games must not be overridden in the rules, but this is possible. In some games ( mainly older or multi-platform titles ) is only a limited number of such savegames available that need to be overwritten after a certain time.
  • Suction. "Quick Saves " (English word created from " quick" [ quickly ] and "Save Game" or "to save" about: " Fast Saves " ), that is, the player can quickly save the game without leaving the game itself. For a particular key (often the F5 key) provided in the game. A quick save can be obtained via a so-called " Quick Load " (English word created from " quick" and "to load" [ invite ]: " fast load " ) function can be quickly loaded and on the load menu of the game. For fast charging, the F9 key is often provided. There are often only 1-2 memory slots for quicksaves, ie they will be quickly overwritten. Quicksaves are especially intended for saving during a boss fight, and are therefore most commonly used in FPS games.

Developer point of view

The convenience for the player is in contrast to the development effort. Fixed memory points have the advantage that the game is in a certain state, and therefore a few details need to be saved. Free memory points mean that many details must be saved. For example, need to be stored in fixed memory points is not the position of the opponent or the state of the game world. In free space points this would have to be done, as the player could get out of a tricky situation simply by saving and loading the game otherwise.

Types in game consoles

When game consoles and handhelds at first there were no possibility of storage of game saves. Mostly, the games were intended not for a longer playing time, since many games were ported from the arcade. When turning the equipment off the score was lost.

In portable consoles the game could in some programs on a particular string, which was issued after a solved level, continue if you typed it again. Something called " password ".

EEPROM

Later, there were, especially in the Game Boy Color games, the real possibility of data storage. In the plug-in module tiny EEPROMs are included, which are supplied via a button cell with voltage.

Memory cards and hard drives

In today's consoles storage usually takes place on memory cards or hard drives. These require no battery and are therefore flatter and smaller.

On the server side

In some systems, such as the PlayStation Network or XBOX Live, the savegames can also be stored in the cloud.

Types of PCs

Local disk

With most PC games, the Scores on the local hard disks are stored, usually in the installation directory of the game or in the respective Windows user profile.

On the server side

Some games offer the possibility to store saved games in the cloud in Valve's distribution platform Steam. Also EA thinks the own online service Origin have this feature.

Home computer

The Scores could usually be stored on conventional audio cassettes and later on diskettes. But even here there was the string version. Often the scores could be manipulated or read from a magazine ( cheat ).

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