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 20130415Game 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 WindowsBethesda 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.