Traditional ways to store data - Game Development
Before modern cloud services, databases, and advanced frameworks, game developers relied on simpler and direct methods to store player progress, settings, and world data. These methods are still used today, especially in indie and offline games:
Flat Files (Text / Binary Files)
Text files (JSON, XML, INI, CSV): Human-readable, easy to edit, but slower to parse. Used for settings, save games, or configuration.
Binary files: Compact, faster to load/save, but not human-readable. Traditionally used for save game data, player stats, or world states.
Memory Dumps / Serialization
The entire game state (objects, variables, arrays) is written directly to disk and later loaded back.
Early games often used custom serialization to store progress.
Databases (SQLite / Proprietary Formats)
Some traditional games used lightweight local databases (like SQLite) for structured data such as inventory, quests, or player stats.
Often used in RPGs or simulation games.
Configuration Files
INI files (key=value format) were common in early PC games for storing settings like graphics resolution, audio levels, or control bindings.
Registry (Windows only)
Many older Windows games stored user preferences, activation keys, or minimal save data in the Windows Registry.
Not cross-platform and less common today.
Password / Code Systems (Old Consoles)
Before memory cards, many console games used passwords (alphanumeric strings) to let players continue from a certain level.
Example: Mega Man and early NES games.
Memory Cards (Consoles, PS1/PS2/GameCube)
External storage devices where games could write save files.
Standardized way for console games to store progress.
Game Developer