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It is not so complex. A lot of times, the saved data is in binary format. In many oop (and not oop) programming languages, data objects can be serialized and dumped into a file. It is that simple (no encryption, just plain old binary data). When you want to load the saved state, you simply "read the objects" from the serialized data. You need to think of ...


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There is no "standard" format. It all depends on the language and the game engine/framework if any is used. For example, Unity has its own way to do scriptable objects, and thus, potentially quests. A real example is the way the Lineage 2 Server stores its quests on the server, and they are written in Jython and lately in pure Java (see ...


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I am not aware there are specific formats for quests with specialized editors (there might be!). But why dont you use XML? There are tons of parsers for every possible programming language. It is widely supported in various editors, it can store almost anything and it is human-readable so it is ideal - at least for prototyping/ debugging. Another, but ...



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