Some pre-established data needs to be stored during the
development process of interactive games, which is usually
composed of enormous multimedia objects and it is
inconvenient to transmit through network from server to
client side, therefore it is reasonable to save these data on the
client end for better performance. At the same time, the game
client is running on player's computers or game consoles,
thus it is inconvenient to use commercial databases as data
storage management, taking into account of hardware
configuration requirements. In fact, such applications have
been previous implemented as stand-alone programs that run
in main memory and provide their own, usually limited,
forms of sharing and persistence mechanisms.