Game Save Incorporation in Game Design, extra text

This entry for Game Save Incorporation in Game Design includes the following: Table of Contents, Glossary, References, Appendix.


Table of Contents

1 Introduction 1
2 Purpose 2
3 Methodology 3
3.1 MDA Framework 3
4 Background 5
4.1 Previous research 5
4.1.1 Save types 6
4.1.2 Password 6
4.1.3 Save spots 6
4.1.4 Auto save 6
4.1.5 Save slots 7
4.1.6 Save files 7
4.1.7 Save anywhere 7
4.1.8 Quick save 7
4.2 History of save game 8
5 Analysis 9
5.1 Integration of save systems with gameplay 9
5.1.1 Last Express 9
5.1.2 The Legend of Zelda: Majora’s Mask 11
5.1.3 Last Window: The Secret of Cape West 13
5.1.4 Resident Evil 14
5.1.5 Outcast 15
5.1.6 Grand Theft Auto 16
5.2 Non-integration of save systems with gameplay 19
6 Discussion 21
7 Conclusion 23
  References 24
  Appendix 27

Glossary

Artificial intelligence (AI)

A suite of programming techniques that allow a computer to mimic human behavior in certain domains. Video games use AI to provide artificial opponents for players to play against, among other functions. (Adams, 2009:633)

First person perspective

First person perspective describes the position of the camera. Players do not usually see the player’s character’s body; instead the camera is positioned to view the game through the character’s eye (Adams, 2009:216).

Game world

A game world is an artificial universe, an imaginary place in which the events of the game occur. When player enters the magic circle and pretends to be somewhere else, the game world is the place she pretends to be. (Adams, 2009:84)

Gameplay

The challenges presented to a player and the actions the player is permitted to take, both to overcome those challenges and perform other enjoyable activities in the game world. (Adams, 2009:640)

Level

Ordinarily refers to a portion of video game, usually with its own victory condition, that the player must complete before moving on to the next portion. Levels are often, but not always, completed in a prescribed sequence. (Adams, 2009:642)

MDA Framework

See section 3.1 for information.

Point and click game

…point-and-click, in which the player indicates what he wants to do by moving the mouse around the screen. (Bates, 2004:6)

Third person perspective

This term does also describe the position of the camera. However, unlike first person perspective, this camera is placed slightly above the character at a fixed distance, which allows the players to see their character (Adams, 2009:216).


References

Literature

Adams, Ernest W (2009). Fundamentals of Game design, Second Edition. California,USA. Pearson Education Inc.

Bates, Bob (2004). Game Design, second edition. Thomson Course Technoology PTR. Boston, USA.

Calleja, Gordon (2011). In-Game from immersion to incorporation. Massachusetts Institute of Technology, USA.

Dubey, Dr N B (2009). Office Management: Developing Skills for Smooth Functioning. Global India Publications Pvt Ltd. New Delhi, India.

Gipp, Jennifer (2009). Spotlights on Introduction to Computers, second edition. Course Technology Cengage Learning. Boston, USA.

Huizinga, J (1955). Homo Ludens: A study of the play element in culture. Boston: Beacon

Laramée, François Dominic (2002). Game Design Perspective. Charles River Media Inc. Massachusetts, USA.

Novak, Jeannie (2011). Game Development Essentials: An Introduction, third edition. Cengage Learning, Boston, USA

Oxland, Kevin (2004). Gameplay and Design. Pearson Education. Essex, England.

Rabin, Steve (2010). Introduction to Game Development, second edition. Course Technology, Cengage Learning. Boston, USA.

Rollings, Andrew. Morris, Dave. (2004) Game Architecture and Design: A New Edition. New Riders Publishing. Indiana, USA.

Rouse, Richard (2005). Game Design: Theory and Practice, second edition. Wordware Publishing, Inc. Massachusetts. USA

Wolf, Mark J.P (2012). Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming. Volume 1. ABC-CLIO, LLC. California, USA

Wolf, Mark J.P (2008). The Video Game Explosion: A History from Pong to Playstation and Beyond. Greenwood Publishing Group, Inc. Westport, USA

Internet

Juul, Jesper (2004). Introduction to Game Time. Available at http://www.electronicbookreview.com/thread/firstperson/teleport 20130415

Game Design and Tuning Workshop at the Game Developers Conference, 2001-2004. Available at http://algorithmancy.8kindsoffun.com/GDC2004/ 20130414

Hunicke, Robin. LeBlanc, Marc. Zubek. MDA: A Formal Approach to Game Design and Game Research. Available at http://www.cs.northwestern.edu/~hunicke/MDA.pdf 20130507

Moran , Chuck (2010). Playing with Game Time: Auto-Saves and Undoing Despite the ‘Magic Circle’. Issue 16 2010:Counterplay. Available at http://sixteen.fibreculturejournal.org/playing-with-game-time-auto-saves-and-undoing- despite-the-magic-circle/ 20130415

Dominic Arsenault (2006). System Profile of the Nintendo Entertainment System. Available at http://www.academia.edu/224760/System_Profile_The_Nintendo_Entertainment_System_NE S_ 20130423

Riley, Adam. Cubed3, Hotel Dusk: Room 251 interview. Available at http://www.cubed3.com/news/7874/1/-cing-talks-hotel-dusk-another-code-for-wii-and-ds- plus-more.html 20130425

Games

Blizzard Entertainment (2012). Diablo III. Microsoft Windows

Bethesda Game Studio (2008). Fallout 3. Microsoft Windows

Bethesda Game Studio (2011). The Elder’s Scroll: Skyrim. Microsoft Windows

BMG Interactive (1997). Grand Theft Auto 1. PlayStation 1

Brøderbund, Interplay, Smoking Car Production (1997). Last Express. Microsoft Windows

Capcom (1993). Goof Troop. Super Nintendo Entertainment System (SNES).

Capcom (1996). Resident Evil 1. PlayStation

Capcom (1998). Resident Evil 2. PlayStation

Capcom (1999). Resident Evil 3: Nemesis. PlayStation

Capcom (2005). Resident Evil 4. Nintendo Game Cube

Capcom (2011). Resident Evil 5. PlayStation 3

Infogrames, Appeal (1999). Outcast. Microsoft Windows

Interplay Entertainment (2001). Baldur’s Gate: Dark Alliance. PlayStation 2

Microsoft Game Studio, Climax Group (2004). Sudeki. Microsoft Xbox

Namco Bandai Games, Tri-Crescendo (2007). Eternal Sonata. Microsoft Xbox 360

Nintendo (2000). The Legend of Zelda: Majora’s Mask. Nintendo 64

Nintendo (1998). The Legend of Zelda: Ocarina of Time. Nintendo 64

Nintendo (2009). New Super Mario Bros. Wii. Nintendo Wii

Nintendo, Cing (2010). Last Window: The Secret of Cape West. Nintendo DS

Nintendo, Cing (2007). Hotel Dusk: Room 521. Nintendo DS

Nintendo, Game Freak (1996 Japan Release). Pokémon Red. Game Boy

Nintendo (2002). Super Mario Sunshine. Nintendo Game Cube

Nintendo (1995). Super Mario World 2: Yoshi’s Island. Super Nintendo Entertainment System

Nintendo (1996). Super Mario 64. Nintendo 64

Rockstar Games (1999). Grand Theft Auto 2. PlayStation 1

Rockstar Games (2001). Grand Theft Auto III. PlayStation 2

Rockstar Games (2002). Grand Theft Auto Vice City. PlayStation 2

Rockstar Games (2008). Grand Theft Auto IV. PlayStation 3

Rockstar Games (2012). Max Payne 3. Microsoft Windows

Sony Computer Entertainment America, Naught Dog (2007). Uncharted: Drake’s Fortune. PlayStation 3

Sony Computer Entertainment Europe, Square (2001). Final Fantasy X. PlayStation 2

Ubisoft (2007). Assassin’s Creed. Microsoft Xbox 360

Vivendi Universal (2005). F.E.A.R. Microsoft Windows


Appendix

[Figures not shown]

Fig.1: The photos are screen shots from the game Last Express and illustrate the main screen. The clock and the egg file that the player can use to rewind time.

Fig.2: The photos are screen shots from the game The Legend of Zelda. Majora’s Mask and displays what owl statues tell players during the first interaction.

Fig.3: Nintendo DS, handheld console. The photo to the right illustrates how the DS is held when playing Last Window: Secret of Cape West. The photo to the left illustrates how the DS is usually held when playing games and the photo on the bottom display a close up on both screens, where the right side show the journal open and the left side the main character using the journal. The photos are from Nintendo DS official commercials.

Fig.4: The photos are screen shots from Resident Evil and display the inventory with ink ribbons, the typewriter in the hall and the saving process when interacting with the typewriter.

Fig.5: The photos are screen shots from Outcast and display when the player receives the gaamsavv, a dialogue where player can ask about the gaamsavv, when using the gaamsavv and how the screen brightens up when using the gamsaav.

Fig.6: The photos are screen shots from New Super Mario bros. Wii and display the board map and the permanent save.