This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief, as saving is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need.
The game save function developed as rapid leaps of technology were made, with the era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games, which lead to a need for methods for storing game data.
The analysis of save systems is carried out in this paper by using MDA Framework (Mechanics, Dynamics, Aesthetics) , a tool used for documenting game design. This framework can be used to analyze a game from a designer’s or player’s perspective. By reversing the framework to ADM (Aesthetics, Dynamics, Mechanics) one can analyze the user experience, which is how the player perceives the game’s aesthetics to be, depending on the dynamics and mechanics.This analysis aims to provide knowledge of how consistency in game design and the save system can be used to create a cohesive game world that facillitates the player’s experience and immersion. Keywords
Consistency, game world, integration, MDA Framework, save systems.