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


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)


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)


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).



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[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.