So what you mean is that the complete contents of the game's allocated RAM could be dumped to a file and then considered a "save file".
For Unreal games, that would be bad news, since Unreal uses A LOT of RAM (generally around 2 Gigabytes independent of map or game; I don't know why that is, it just is).
Though for SOURCE, CryEngine, PATH4 and RAGE-Engine based games that means that that would actually be doable. Considering we can buy terabyte hard drives for cheaps now, you'd just need a warning message saying "Attention! This save file is going to use up X MB. Continue?" so that people actually know how big their save files are (so that they don't wonder too much when their HDD is suddenly full when they save scum).
The system most open world games use is similar to a checkpoint system though, with most of the games barely even keeping track of your position. The system Bethesda (Gamebryo & whatever Skyrim is running on) games are using is similar to what you said, but the save files don't keep track of neither animations nor AI or anything like that. You've got "item XY has had its placement modified. Now at position XYZ", "player is at this location on map: XYZ2" and "NPC killed: X" followed by all other killed NPCs, and then statistics.
On the subject of free saving on consoles: most console game don't seem to need it for whatever reason and are most of the time actually made to be enjoyable without it. See the checkpoint system Crysis 2 uses, where you're never really spawned awkwardly or anything like that. Other good examples: Bioshock Infinite (checkpoints often enough) and Tomb Raider 2013 (checkpoints you at nearly everything you do). Come to think of it a little more, though... nearly all the games where I didn't feel that free saving was needed were linear games, not nonlinear or open-world ones.
For Unreal games, that would be bad news, since Unreal uses A LOT of RAM (generally around 2 Gigabytes independent of map or game; I don't know why that is, it just is).
Though for SOURCE, CryEngine, PATH4 and RAGE-Engine based games that means that that would actually be doable. Considering we can buy terabyte hard drives for cheaps now, you'd just need a warning message saying "Attention! This save file is going to use up X MB. Continue?" so that people actually know how big their save files are (so that they don't wonder too much when their HDD is suddenly full when they save scum).
The system most open world games use is similar to a checkpoint system though, with most of the games barely even keeping track of your position. The system Bethesda (Gamebryo & whatever Skyrim is running on) games are using is similar to what you said, but the save files don't keep track of neither animations nor AI or anything like that. You've got "item XY has had its placement modified. Now at position XYZ", "player is at this location on map: XYZ2" and "NPC killed: X" followed by all other killed NPCs, and then statistics.
On the subject of free saving on consoles: most console game don't seem to need it for whatever reason and are most of the time actually made to be enjoyable without it. See the checkpoint system Crysis 2 uses, where you're never really spawned awkwardly or anything like that. Other good examples: Bioshock Infinite (checkpoints often enough) and Tomb Raider 2013 (checkpoints you at nearly everything you do). Come to think of it a little more, though... nearly all the games where I didn't feel that free saving was needed were linear games, not nonlinear or open-world ones.