History and Overview
In early video games, there was no need for saving games, since these games usually had no actual plot to develop and were generally very short in length.
The relative complexity and inconvenience of storing game state information on early home computers (and the fact that early video game consoles had no non-volatile data storage) meant that initially game saves were represented as "passwords" (often strings of characters that encoded the game state) that players could write down and later input into the game when resuming.
Home computers in the early 1980s had the advantage of using external media for saving, with compact cassettes and floppy disks, before finally using internal hard drives.
On later cartridge-based console games, such as Kirby's Adventure and The Legend of Zelda, saved games were stored in battery-backed RAM on the game cartridge itself. In recent consoles, which use disc-based media for storing games, saved games are stored in other ways, such as by use of memory cards or internal hard drives on the game machine itself.
Some games do not save the player's progress towards completing the game, but rather high scores, custom settings, and other features. The first game to save the player's score was Taito's seminal 1978 shoot 'em up title Space Invaders.
Depending on the game, a player will have the ability to save the game either at any arbitrary point (usually when the game has been paused), after a specific task has been completed (such as at the end of a level), or at designated areas within the game known as save points.
The available ways to save a game affect gameplay, and can represent a practice of players or an explicit decision by designers to give the game a particular feel or alter its difficulty.
Read more about this topic: Saved Game
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