Saving player position

i have a save + load script, and i’m trying to make something like an RPG.
first major problem is that i need to save the player’s position, and load it when the game is turned on again.
here’s the current script
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;

public static class SaveLoad {

	public static void Save() {

		BinaryFormatter bf = new BinaryFormatter();
		FileStream file = File.Create (Application.persistentDataPath + "/"); //you can call it anything you want
		PlayerData data = new PlayerData ();
	public static void Load() {
		if(File.Exists(Application.persistentDataPath + "/")) {
			BinaryFormatter bf = new BinaryFormatter();
			FileStream file = File.Open(Application.persistentDataPath + "/", FileMode.Open);
			PlayerData data=(PlayerData)bf.Deserialize (file);

[System.Serializable] class PlayerData
	public Vector3 playerpos;

now, the way i understand it i’m supposed to write something like data.playerpos=transform.position; before the bf.serialize.
and when i load the game, it will be transform.position=data.playerpos;
problem is, that unity tells me i need the saveload script to be monobehaviour for the transform to be a thing, but when i change it to monobehaviour, it tells me that static classes cant derive from monobehaviour.
how else can i go and try to save the playerposition?

have the players transform.x transform.y and transform.z saved as player prefs and then turned into a Vector3 then make the player position = the Vector3.