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Patience, Grasshopper - On Long Load Times For Games

Thanks to GamerDad for its editorial discussing the thorny, still present problem of long videogame loading times. Although the author points out "It used to be worse than it is now. I do count some of my blessings", he still argues: "I know that optimizing load times is probably low on the list of priorities when developing a game... [but] if you load the game so quickly that no one knows it's happening, or keep it streaming in chunks to not interrupt the flow of play, the player will be far more immersed in what's happening in your game and less likely to ever put it down until forced to do so." In conclusion, it's even suggested that a return to game cartridges might be a good thing: "You just can't beat that instantaneous gratification of playing games you just plug in, turn on and play. When the capacity is there for today's games, a return to carts would make me one happy gamer."

134 comments

  1. Dungeon Siege by jackbird · · Score: 2, Interesting
    Dungeon Siege springs immediately to mind - this was obviously a design priority for them. However, it seems to have been made a priority over gameplay in that particular case.

    Perhaps mini-games while loading (that could even affect the main game), or loading as much as possible in the background while on the mission selection screen, for games which feature that sort of thing, would be solutions.

    1. Re:Dungeon Siege by sahonen · · Score: 1

      I remember an old racing game for the original playstation that let you play Space Invaders while it was loading. If you destoryed all the enemies during the short loading time, you could unlock a new car.

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    2. Re:Dungeon Siege by Goldberg's+Pants · · Score: 1

      Some of the old C64 games from US Gold I think it was had little games to play while loading. (Never had a 64 myself.)

      I don't mind loading delays TOO much, but when you get something like EA Sports F1 Challenge game where, with the detail cranked up, it can take 3-5 minutes to load... That's taking the piss.

    3. Re:Dungeon Siege by LSD-25 · · Score: 2, Informative

      Perhaps you're thinking about Ridge Racer, whose loading sequence contains a miniature Galaxian game.

    4. Re:Dungeon Siege by sahonen · · Score: 1

      That was it, thanks.

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  2. Cassette Load Times by TechDock · · Score: 3, Interesting
    That brought back memories. The author refers to waiting 15 to 20 minutes to load Temple of Apshai on the Atari. I know by experience it took the same time to load on the VIC-20. And then about when it was loaded the power would flicker and you'd be looking at the inital screen again...

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    1. Re:Cassette Load Times by Neo-Rio-101 · · Score: 1

      Good memories of waiting forever for the tape deck of the C64 to load. Good ol' 300 baud.

      Those were the days of using the tape counter, waiting 5-20 minutes for a game to load, and then doing a voodoo dance around the room hoping that there would be no load error on the 13th load attempt with a bad tape! Oh the joys of tape turboloaders, munched cassettes, and azimuth head alignment!

      Sadly those days are gone, and are never coming back! (Thank God!)

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  3. Um... no? by SuperMo0 · · Score: 4, Insightful

    I realize that cartridges are better for loading times, but take a look at the N64, the most recent console cartridge system. It had a much smaller storage capacity than any of the other CD-based consoles that came out around the same time.

    Cartridges also cost a LOT more to make than a CD or DVD, which would create a problem for game prices. Either they'd have to raise the price of the console to defray the cost of keeping the cartridges at about the same price as a current CD/DVD/GCNdisc (whatever the hell that thing runs on), or they'd have to raise the average price of a game by $10-$20 to make the same amount of money. The average cart, IIRC, costs about $10 to make, while a CD/DVD costs a few cents.

    I realize that cartridges have faster load times, but from an economic standpoint, it's not likely that any game company is going to revert to them any time soon.

    1. Re:Um... no? by exick · · Score: 1

      In the paragraph where he pined for the return of "cartridges" (not necessarily in their previous form, but some sort of solid state, non-optical media) he specifically mentioned that it needed to be cheap and high capacity. Personally, I'm in his camp. Maybe it's not feasible at the moment, but I would love to see that happen. Especially since a reduction in the number of moving parts would extend the life of consoles.

    2. Re:Um... no? by Deliveranc3 · · Score: 1, Insightful

      If you think cost of manufacture would affect game cost to a noticable degree, you are out of your mind.

    3. Re:Um... no? by Pluvius · · Score: 3, Informative

      I guess I'm imagining the fact that new N64 games were always an average of $20 more expensive than new PSX games, then.

      Rob

    4. Re:Um... no? by Bloomy · · Score: 1

      It is a myth that cartridge capacity is smaller than CDs / DVDs, it's a financial matter. There are no physical limitations to cart size, Final Fantasy 7 could have been put on a single N64 cart. It's just that very few people would have been willing / able to pay for it.

    5. Re:Um... no? by einTier · · Score: 1
      No, of course, a major manufacturer is just going to eat $10 in production costs per game. Sorry, but you are out of your mind.

      Keep in mind that a DVD will hold up to 9GB of data, think about how much a cart with 9GB of ROM would cost. I can promise you the price differential is a lot more than $10.

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    6. Re:Um... no? by Mitleid · · Score: 1

      Actually, does anyone remember how much a Square game for the SNES cost? I remember when I pre-ordered my copy of FFVII for PSX and learned the rediculously low price of 40 dollars my jaw nearly hit the floor. Final Fantasy II and III (US) remained steady at their nearly 70 dollar price tag for the entirety they were available in stores.

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    7. Re:Um... no? by BackwardEngineer · · Score: 1

      I never saw Final Fantasy II and III (US) that expensive until years later when the SNES died out. Where were you shopping?

    8. Re:Um... no? by xenocide2 · · Score: 1

      On the other hand, Square was routinely charging 70 dollars for their latest SNES title. Secret of Mana was still 60 a year after it came out. When the 64 came around, you could reasonalby expect to shell out 50 dollars for a new game on the 64. I didn't pay a whole lot of attention to the psx side, but I seem to recall that being about the same.

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    9. Re:Um... no? by Pluvius · · Score: 1

      When the 64 came around, you could reasonalby expect to shell out 50 dollars for a new game on the 64.

      When it came out, maybe. But not too long afterwards, when developers actually wanted carts with some capacity to them, the price ballooned up. As you pointed out, the exact same thing happened with the SNES, and I'm almost positive the Genesis and NES had that problem too. You don't have this problem with optical discs because they're so cheap and if you need more space, you don't have to make discs with better capacity; just add another disc.

      Rob

    10. Re:Um... no? by xenocide2 · · Score: 1

      Ogre Battle ran me 50 bucks. That's the biggest cart on the system too. Donno about Resident Evil, though.

      On the other hand, its pretty easy for developers to see the disk space and wonder how to fill it. The answer thus far has been prerenders. Sometimes leading to sorry excuses for a "game," like Xenosaga. Hey, if people will pay 50 dollars for it, then more power to the artists behind it. But don't expect me to worship the unlimited gaming potential of optical media.

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    11. Re:Um... no? by Luigi30 · · Score: 2, Informative

      For comparison, the average N64 cart was either 128 or 256Mbit. That was 1998-2001. The Neo-Geo could only address 330Mbit of cart space, but when SNK figured out how to bankswitch, cart sizes went up like crazy. The largest Neo-Geo cartridge was a whopping 807Mbit, nearly 3 times as big as the average N64 cart.

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    12. Re:Um... no? by Pluvius · · Score: 1

      Ogre Battle ran me 50 bucks.

      I remember most new games being $60-70 at retail towards the end of the N64's life. It's pretty easy to assume that that was because of higher cart capacity, but perhaps I'm wrong.

      On the other hand, its pretty easy for developers to see the disk space and wonder how to fill it. The answer thus far has been prerenders. Sometimes leading to sorry excuses for a "game," like Xenosaga.

      Of course it is and does. But that's a human problem, not a technological one. If you had a cheap 650MB ROM chip, you'd see the same problem there.

      (Offtopic: I haven't played Xenosaga yet, but I bought it recently for about $20. I've heard that it's bad, but I actually liked Xenogears, so...)

      Rob

    13. Re:Um... no? by phyrz · · Score: 1

      But how annoying were the load times in FF7, FF8 and FF9.. great games, but the loadtimes pushed the length of the games out 4 or 5 hours I would think.

      I too pray for a return to solid state storage.

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    14. Re:Um... no? by josh+glaser · · Score: 1

      The load times in those games weren't really that bad. If you want to see LONG load times, play FF Anthology or FF Chronicles. How ironic that SNES games would have the longest load times of any PS game (press triangle, wait four seconds, the menu appears...). Btw, FF Origins doesn't suffer from faulty emulation and the like.

    15. Re:Um... no? by rabbot · · Score: 1

      Cartridge prices have always been comparable to CD prices. Especially if you weigh in all the costs of memory cards for all your CD/DVD based game saves.

    16. Re:Um... no? by phyrz · · Score: 1

      I saw Anthology and Chronicles at a friends house, what a joke. I didn't buy them, although I will get them if they ever come out on the GBA. And then I won't feel so bad about the FF ROMs I've been playing for the past seven years or so.

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  4. Jak and Daxter ? by noselasd · · Score: 5, Informative

    Have people here played Jak'n' Daxter (or Jak II) on the PS2 ?
    It features an enormous world, with many levels. And no loading time
    between them. Roaming around the world, and among diffrent levels etc. is totally smooth.
    Developers got a thing or two to learn from it.

    1. Re:Jak and Daxter ? by acidrain · · Score: 4, Interesting

      Here is the thing, games are often made in a huge rush. Now you can either add quick loading, or actually get enough gameplay into you game to not get horrid reviews. I can quote a manager at the game company I work for: "Nobody ever based their choice to buy a game on its load times." Is this true? From a marketing point of view he may be right. Of course the industry is evolving, and with the larger amounts of money being tossed around, things are looking up for load times.

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    2. Re:Jak and Daxter ? by Anonymous Coward · · Score: 0

      Actually, this did happen to me. *Once* and only once. I wanted to buy a Crash Bandicoot game for my newly gaming-indoctrinated girlfriend of the time. So I rented the newest PS2 Crash game, I'm pretty sure it was 'The Wrath of Cortex'. The load times for each *screen* were in the minutes. And actually loading a level was so extremely painful I wound up returning it after about 6 tries.

      The parent is right though, other than that extreme example, people don't buy games based on load times, only bitch about them.

    3. Re:Jak and Daxter ? by paulcammish · · Score: 1
      I can quote a manager at the game company I work for: "Nobody ever based their choice to buy a game on its load times." Is this true?

      Well, I refuse to play Resident Evil till they fix the dumb door/loading scenes, and I returned Stuntman as 'faulty' because it was simply stupid waiting 90 seconds to attempt another 5 seconds of stunt.

      The worst thing you can do, is force the player to wait so long, they actually turn the TV on to watch something rather than stare at the load screen.

      ... well, apart from the slippy slidey ice world.

    4. Re:Jak and Daxter ? by CobaltTiger · · Score: 2, Insightful

      Actually with Jak II I assumed that the "airlock" areas when entering/leaving the city were just cleverly disguised loading screens. While they didn't boot me out of the game itself, I can hardly call waiting for a huge door to cycle a "totally smooth" transition.

      Still, you're right that developers can learn a thing or two from them. Being able to still have control of my character while I wait is worlds better than being stuck staring at a loading screen.

    5. Re:Jak and Daxter ? by mabinogi · · Score: 1

      Well, long load times can turn someones opinion of a great game to an OK game, an OK game to a bad game, and a mediocre game to a piece of crap.

      It's all part of the overall experience.

      Good gameplay, good graphics, good sound, good loading times.
      If you get all of them right, you have an excellent game, get any of them wrong, and you have anything from a merely OK game, to a waste of time and money.

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  5. Nintendo understands this by wcbarksdale · · Score: 3, Insightful

    Having low load times is something Nintendo is very good at (and was the main reason the 64 used cartridges). Playing a Gamecube game it's rare to see a load time of more than .5 seconds.

    1. Re:Nintendo understands this by damiangerous · · Score: 1

      The GameCube version of True Crime: Streets of LA has annoyingly long load times. What's worse is that there's a long load to watch the intro movie, then another long load to start the mission. You also cannot choose to skip the intro movie if you've already seen it.

  6. Provide something during the wait.... by AtariAmarok · · Score: 4, Interesting

    Why not provide something during the wait, like Solitair, or some sort of space invaders game (remembering that it took just a few K on the old Atari 2600...should be quick to load, or easy to embed in ROM).

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    1. Re:Provide something during the wait.... by SuperMo0 · · Score: 1

      Creators of flash games do this all the time, why can't retail games do it? Stick a game of PONG in there, even.

    2. Re:Provide something during the wait.... by cybermace5 · · Score: 3, Interesting

      Or even better, let you review and adjust character stats or something.

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    3. Re:Provide something during the wait.... by Scrameustache · · Score: 3, Interesting

      Like Castlevania, Symphony of the Night on PS1.

      The "Loading" message could be manipulated with the controller, making it wave and distort. I was actually disapointed a couple of times that the level had loaded too fast and interrupted my fun : )

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    4. Re:Provide something during the wait.... by cbirdsong64 · · Score: 1

      PSO for the Dreamcast and Gamecube let you move a little ball of light around the loading/dialing screen.

    5. Re:Provide something during the wait.... by Anonymous Coward · · Score: 0

      Listen, I'm old, but am I the only one who remembers the original Ridge Racer, which let you play Galaxian (or was it galaga) while it loaded? This was a great idea. I so loved that idea. I thought that was the way Sony would conquer the load issue. Turned out to be a fad though.

    6. Re:Provide something during the wait.... by Anonymous Coward · · Score: 0

      Creators of flash games do this all the time, why can't retail games do it? Stick a game of PONG in there, even.

      Didn't Strike Commander do precisely that back in the mid-90s?

  7. Good idea. by SuperMo0 · · Score: 4, Insightful

    Hide it behind a short (as short as possible) cinema like Metroid Prime does when you ride an elevator.

    Like Ratchet and Clank, when you're going in between planets. You get to see your ship fly around in space. Even in DBZ Budokai 2, you get to twirl your analog sticks around to make the little loading icon move. As long as you're DOING SOMETHING during the loading screen, it makes it a lot less painful.

    1. Re:Good idea. by Mattintosh · · Score: 1

      Even the original Metroid game used elevators as a time for bankswitching. It loaded a new set of sprites and some new palettes to play with. All of those "secret areas" in the game are when you trick the scrolling mechanism into taking you somewhere else without going through the bankswitching sequence on the elevator.

  8. disadvantages of cartridges by The+Moving+Shadow · · Score: 2, Informative

    We are so spoilt with all the multi-gigabyte data that fits on modern media like DVD's. If we would go back to cartridge based games we would have to sacrifice all that FMV goodness and the orchestrated multi-track soundtracks that are able to fit on a DVD. Producing a cartridge is a lot more expensive that producing a DVD. You will have to manufacture large quantities of ROM chips to imprint with the game information to equal the storage capacity of a DVD. I don't think people are willing to pay that much more for a cartridge based game.

    What i do like about the cartridge is the fact that they will stand the test of time much better than our slowly corroding DVD and CD media. I think all my old Atari 2600 carts will still boot. Something i can't say about some of my older Sierra cd-rom games on my PC.

    1. Re:disadvantages of cartridges by sunhou · · Score: 1

      What i do like about the cartridge is the fact that they will stand the test of time much better than our slowly corroding DVD and CD media. I think all my old Atari 2600 carts will still boot.

      I thought so too. But recently I dug out my Mario 64 for the Nintendo 64, which I'd bought when it came out, but somehow never got around to playing it much. Now when I try to play it, the game always freezes up sometime during the first level. I had the cartridge stored in a nice enough place, not too hot/cold/humid, so I'm not sure what the problem is. I'm pretty bummed, I was all set to finally play through the game, now that I've totally beaten Mario Kart Double Dash on Gamecube.

    2. Re:disadvantages of cartridges by jx100 · · Score: 2, Insightful

      I'd prefer a loss of much of the FMV in modern games. They tend to break the feel of the game by being too different from the rest of the game.

      Besides, I prefer gameplay in my games ;)

    3. Re:disadvantages of cartridges by FlipmodePlaya · · Score: 1

      FMV? Who uses FMVs these days? Developers are starting to use cinemas using the in-game graphics engine en masse, now. From what I understand, this uses a _lot_ less space, which makes sense. In the PSX days, FMVs were useful because the games themselves were low-res and low-polly. That's not true anymore; quite the opposite. Since there is no compressed video involved, and all the modeling is the same as it is when you're playing, it looks better, too. A good example of this technique is Metroid Prime, whose cinemas look much ebtter than any FMV I've ever seen.

    4. Re:disadvantages of cartridges by einTier · · Score: 3, Interesting
      What i do like about the cartridge is the fact that they will stand the test of time much better than our slowly corroding DVD and CD media. I think all my old Atari 2600 carts will still boot. Something i can't say about some of my older Sierra cd-rom games on my PC.

      Careful about that. I'm sure that we all have "fond" memories of hard to load carts from the 2600, and most notably, from the NES. I recently ressurected my old ColecoVision with VCS adapter, and though carts seem to be fairly durable, oxidation does happen on the contacts, and some games won't load at all. Carts are durable, sure, but don't believe for a minute they are indestructible.

      Also, I think a lot of people have forgotten how genuninely bad load times used to be. I can remember playing the same game for hours on end on the C-64 not because I loved it, but because to boot up a new game would simply take too long. I remember having a fast load cartridge to help with the loading times was viewed as a nessesscity. I think the damn EA cube, pyramid, sphere logo is forever burned into my brain. Even on cart based systems (ColecoVision), you still often had to wait 10-15 seconds just to play the game.

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    5. Re:disadvantages of cartridges by Incoherent07 · · Score: 1

      Starting to use the in-game engine? My, the more things change, the more they stay the same...

      It wasn't but about 1 1/2 generations ago that pretty much EVERYONE used the in-game engine. Try Goldeneye, if you want an example from the N64... and the vast majority of earlier games, as well.

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  9. HDD-based storage? by Anonymous Coward · · Score: 1, Interesting

    Well, why not move to an HDD-based system? Anyone ever used a modded XBOX? We switched out the HDD in ours for a new 80 gig drive, Installed XECUTOR2 on it, and a new dashboard to get some extra features.

    Games load blazingly fast. It's actually frustrating sometimes, like with sports games where the controller config is shown during the "loading" screen. For us, the loading screen blinks on for about 5 seconds at a maximum.

    HDD storage makes a bit more sense. I'd like to see a game do this:

    On initial load, start displaying a movie that's X minutes long. Force me to watch it, and while it's doing this, copy key map data or whatever other "assets" to the HDD for quick retrieval.

    That may elimininate, or, at worst, minimize your loading times.

    1. Re:HDD-based storage? by Pluvius · · Score: 3, Insightful

      Only if you make it optional. A big part of the consoles' popularity is that you can just pop in a game and play; having to install a console game would be a bit too PC-like for a lot of console gamers.

      Rob

    2. Re:HDD-based storage? by 42forty-two42 · · Score: 3, Insightful

      The hard drive could be made optional, and act as a cache for whatever game you insert - no need for installation of uninstallation. You have to sit through the loading screen once, but it gets a lot shorter later on.

  10. Nintendo's strength by DarkDust · · Score: 4, Informative

    Loading times always were Nintendo's advantage: in the elder days of NES and SNES, were all other console makers used modules as well this they were doing as well as all others, but later on this changed.

    I remember when the N64 came out that a lot of discussion went on as to why Nintendo held on to modules, instead of using discs like the Dreamcast and Playstation did which can hold MUCH more data than ROMs for a way smaller production costs.

    Surely one reason for using modules were the almost non-existent load times, another was better copy protection. (Also, modules allow to extend the hardware of the main console, late SNES games sometimes feature coprocessors that were faster than the main processor... you can't do that with a disc).

    Then with the GameCube Nintendo had to use discs as well, simply because of the way bigger capacity. But they did it good, IMHO: they are using their own propietary disc format which makes copying way harder than Sony's discs. And when you're playing games like Zelda: The Wild Wanker ;-) you'll also notice they managed to keep load times quite low compared to the Playstation 1/2. I was really impressed.

    But not only the hardware is important here, good programming is well: I played Puzzle Bobble: Bust-A-Move yesterday (PS2) and was really annoyed how long this simple game loads. The way more complex Final Fantasy X and X-2 loads quite fast.

    1. Re:Nintendo's strength by inio · · Score: 3, Informative

      One of the keys to the fast load times on the Cube is the small disk. It's reduced data area significantly reduces the average seek time required to get from one point on the disk to another. The other is, as you mentioned, a lot of innovation and engineering going into predictive loading and similar techniques.

    2. Re:Nintendo's strength by DarkDust · · Score: 1

      One of the keys to the fast load times on the Cube is the small disk. It's reduced data area significantly reduces the average seek time required to get from one point on the disk to another. The other is, as you mentioned, a lot of innovation and engineering going into predictive loading and similar techniques.

      Yes... clever alignment of data comes to mind. I had to think of The Story of Mel in the Jargon Files, where they describe a very clever alignment of code on ancient drum-memory.

  11. Not a priority? by steesefactor · · Score: 1

    I think its a mistake to say that optimizing loading times aren't very high on the list when developing a game. I think they are very conscious of how bad they can hurt the gameplaying experience. I remember seeing videos of Microsoft employees talking about the Xbox before it came out, and one of the things they repeatedly emphasized was short loading times.

  12. Long game load times? by phoenix.bam! · · Score: 2, Insightful

    How about long console load times? When i turned on a playstation i have to sit and watch a sony playstation graphicfor an annoyingly noticable amount of time, as well as on the playstation 2. Why do they need an ad on a playstation for a playstation? Why can't the console just boot the damn game? I have to wait for the game to load, repeatedly, at least sony's next system should not make me wait before I have to wait some more.

    1. Re:Long game load times? by edwdig · · Score: 1

      The company logos at console startup are there partially to keep you aware of the brand (altho you know what system you're playing, the other people in the room may not), but also to hide the loading time for game startup code.

    2. Re:Long game load times? by jackbird · · Score: 1

      And to enforce license fees on developers. The console requires cartridges to display the logo, so that they can go after unlicensed developers on copyright grounds. I believe this started after a series of lawsuits around 3rd-party development for the Atari 2600 and NES.

    3. Re:Long game load times? by Weirdofreak · · Score: 1

      Also, somebody up there mentioned copy protection. If it's a pirated copy and it doesn't show the logo, you can tell it's a pirate. If it does show the logo, there's a copyright lawsuit. Something like that anyway, see above.

    4. Re:Long game load times? by toast0 · · Score: 1

      The logo is there in search of trademark suits, not copyright, and was originally added to facilitate suits against bootlegers in some asian countries where copyright suits were not successful. However in the US, Sega v. Accolade was ruled in favor of Accolade, and gives precedent to it being ok to display unlicensed trademarked logos and untrue statements regarding licensing in order to get your game to boot.

      I don't know about the status of bypassing the 'license enforcement' in other countries however.

  13. Some observations by Reorax · · Score: 1

    Anyone ever play Xenogears? It's loading times were rather high, but it hid them using a cool zoom-in effect, so they weren't too noticable. Star Wars Galaxies has some of the worst load times I have ever seen, and that's one of the reasons I don't play anymore. 5 minutes on the initial load, 2-3 minutes when changing planets. Sure, I not travelling between planets that often, but when I do, it's quite annoying. Especially if I can't fly directly and miss the transfer shuttle. Then I have to wait 8-10 more minutes, but it's not as bad, because it's not just a loading screen. FFXI has almost no loading times on my computer, ever. I'm amazed.

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    1. Re:Some observations by Anonymous Coward · · Score: 0

      When you take into consideration that the entire point of an MMORPG is to waste as much of your time as possible, I don't know that you have a legitimate complaint about 2-3 minutes of planet-changing time. It's a little bit like going to the beach and then complaining about the sand.

    2. Re:Some observations by Ziffy · · Score: 1

      Anyone ever play Xenogears? It's loading times were rather high, but it hid them using a cool zoom-in effect, so they weren't too noticable.

      You think that two or three second pauses followed by two or three seconds of pixelated SNES-quality zoom is "not too noticeable"? You ought to try playing a Nintendo game sometime...

      Xenogears is one of my favorite games ever, but the load times are horrible. Any worse, and I probably wouldn't have played long enough to get into it. (The slow, unskippable, unfastfowardable text didn't exactly help, either.)

  14. GameCube load times by Pluvius · · Score: 1

    For a console that's supposed to have fast load times, Metroid Prime sure does take a long time to load levels. Having to sit through the transport scenes can really take you out of the game, especially since you sometimes have to take a few transports in a row to get somewhere. And sometimes you have to stand by a door for a few seconds before it opens due to load times. Not good when you've got Beam Troopers or something trying to kill you. All in all, I'd say the load times in MP are as bad as those of many of the PSX/PS2 games I've played.

    To its credit, the only other GC game I've played, Mario Golf, had extremely fast load times. But then again, it's just a golf game.

    Rob

    1. Re:GameCube load times by edwdig · · Score: 1

      The elevator scenes are largely there for effect. Every Metroid game has them, despite the fact that all the others are on cartridges.

      The doors not opening doesn't happen often. The door to the artifact temple takes a long time to open, but you're standing in an empty room so its not a big deal. The only other noticable time doors won't open right away is when you're in a connecting hallway and rush thru it really quickly (usually morph into a ball and use the boost repeatedly). The hallways exist to slow you down so the game can load the next room.

    2. Re:GameCube load times by Pluvius · · Score: 1

      The elevator scenes are largely there for effect.

      I'm not sure I believe that. If they were there mostly for effect, then I'd be able to skip them after the loading is finished. Also, the elevator scenes in the other Metroid games don't take nearly as long.

      The doors not opening doesn't happen often.

      Does for me, and I don't rush around all that much. I don't think it's a problem with my GC; it's brand new.

      Rob

    3. Re:GameCube load times by Blublu · · Score: 1

      Metroid Prime did it right. Yes, it has loading times, but they're all hidden in those sequences. Like the elevator sequence, and when doors don't open right away. You wouldn't like it if the game would halt the gameplay and present a large "LOADING - PLEASE WAIT" box all over the screen, would you?

      --
      meh
    4. Re:GameCube load times by Pluvius · · Score: 1

      My point is that the Metroid Prime load times are more-or-less the same as the load times in PS2 games. The fact that the load screen isn't "Loading Please Wait" is irrelevant. And I would much rather get a "Loading" message when the doors won't open, as that would mean that I wouldn't be shot at as much waiting for the damn thing to open.

      Rob

    5. Re:GameCube load times by MMaestro · · Score: 1
      My point is that the Metroid Prime load times are more-or-less the same as the load times in PS2 games.

      Wth are you talking about? Load times in Metroid Prime are more-or-less the same as PS2 load times? Try playing RPGs on the PS2 and count how much time you waste waiting for the game to load every random battle. I don't know where you get the idea that Metroid Prime has long load times. The longest ones are arguably the elevator scenes, and thats largely to maintain the series's tradition of waiting the elevator go up and down while passing through areas.

    6. Re:GameCube load times by rufo · · Score: 1

      Ooh, I like this. Dunno if there's any truth to it, but I love the idea of making the developers wallow in their own filth. ;-) (I get pissed off just waiting for *shudder* my 1meg VBA/Excel project to save; takes about 6 seconds. I hate VBA/Excel, but it does get some bills paid...)

      --
      My English teacher once told me that two positives don't make a negative. Two words for her: Yeah, right.
    7. Re:GameCube load times by Weirdofreak · · Score: 1

      It doesn't happen often for me, and when I know it's coming up, I try to shoot the door from a distance, especially if there are enemies in the room. Or you can just kill them first.

    8. Re:GameCube load times by Pluvius · · Score: 1

      Try playing RPGs on the PS2 and count how much time you waste waiting for the game to load every random battle.

      RPGs are supposed to be slow-paced, and since the battle screen is usually separate from the exploration screen in console RPGs, it takes a few seconds to adjust anyway. Give me an example of a game that's actually like Metroid Prime.

      I don't know where you get the idea that Metroid Prime has long load times.

      Actually, the idea is that PS2 load times tend to be exaggerated. Beyond the getting shot in the back thing, I don't have much of a problem with MP's load times at all.

      Rob

    9. Re:GameCube load times by clu76 · · Score: 1

      The fact that the load screen isn't "Loading Please Wait" is irrelevant.

      Metroid Prime felt seamless to me because of the way it handled loads. Can you imagine playing that game with the "Loading" screen popping up between each corridor? Would have ruined it the experience. And since I'm not the only whom feels this way, I'd say this is highly relevant. Can't please everyone, I guess.

      --
      the cosmos in 20 words or less: thumbuki.com
    10. Re:GameCube load times by Anonymous Coward · · Score: 0

      I own a cube and a ps2, love them both. However, I don't think I've ever really thought about cd-load times on the cube, where I think about it a lot on the ps2. Memory card loads I always notice (ridiculously slow on both, understandably).

      Anyway, to answer the question of how do load times affect your gameplay, play 40 rounds of Soul Caliber on XBox then try the same on PS2, you'll see a huge difference in load times, and as a result, your gaming experience.

      Whenever my friend and I play on my PS2, there's always this awkard pause between rounds as I stare embarrsingly at my slow loading ps2. :)

    11. Re:GameCube load times by Pluvius · · Score: 1

      Memory card loads I always notice (ridiculously slow on both, understandably).

      I actually think that memory card save/load times are far more tolerable on the GC than on the PS2 (though as I made clear before, I've only played two games for the GC, so I'm hardly experienced). PS2 load times are often ridiculous in that respect (I think it has to do with the Magic Gate encryption, or perhaps just the sheer size of the saves).

      Rob

    12. Re:GameCube load times by Pluvius · · Score: 1

      I meant "irrelevant to my point."

      And "Loading" wouldn't have to pop up between each corridor. Do it the way FPSes like Half-Life or Halo do it.

      Rob

  15. On the other hand... by Dan+Farina · · Score: 1

    What are we going to do about bathroom and stretch breaks? Those load screens keep those regularly scheduled. Perhaps we should keep them for ergonomics' sake.

  16. Another advantage of Nintendo's (odd) format by cgenman · · Score: 4, Insightful

    The little disks Nintendo uses for their games spin faster and have lower seek times than a comparable full-sized DVD. Sometimes it's good to be small.

    1. Re:Another advantage of Nintendo's (odd) format by Weirdofreak · · Score: 3, Interesting

      The game I was most impressed with was Eternal Darkness. It may have poor graphics compared to the GC's potential, but there were no discernable load times at all. They were probably covered up by the sometimes annoyingly long cutscenes, but it's better than a loading screen. Come to think of it, that would have made a good insanity effect.

      Wind Waker and Metroid Prime also did well - they load each area individually (in MP when you shoot a door, in WW when you go through one), but in most cases the load times are practically nonexistant (especially in Prime) and the lack of a loading screen covers up for the ones that are there - if you shoot a door leading to a big room in Prime, it can take a few seconds before the room loads and the door opens, but if it had told me to wait I'd have been much more annoyed than I was. Same for WW, where if you go through a door you get a black screen, which is used to load the next area, but the lack of a screen makes the time seem less than it is. I didn't even notice the half second or so it usually takes until my brother pointed it out.

      However, the 'Cube does have its share of long load times. The most notable ones are on the Zelda Collectors Edition and Ocarina of Time/Master Quest disks, where it just loads the entire game before you play, but also Spider-man, Jedi Outcast and (I've heard) Resident Evil 0, even if the latter were just lengthened to 'make it more tense' or something. Stupid descision, IMO, but I've never played it, so I shouldn't pass judgement.

    2. Re:Another advantage of Nintendo's (odd) format by Anonymous Coward · · Score: 0
      The little disks Nintendo uses for their games spin faster and have lower seek times than a comparable full-sized DVD. Sometimes it's good to be small

      That is not the reason. Small discs take longer to load, as the faster load times occur the FURTHER away from the center of the disc you go.

      If you turn a a CD once, the inside ring has only gone about 4 centimeters, the outside has gone around 20. If there is 10 megs a CM, than the inside read 80, while the outside 200 megabyte.

      Small discs != faster load times

      Faster motor|less data=faster load time

    3. Re:Another advantage of Nintendo's (odd) format by bluGill · · Score: 1

      Smaller disk do == faster load times, sort-of. The laws of physics say you can only spin a disk of a certain size so fast before it is unable to resist the "centripital force" from rotation and flys apart. (IIRC the disks stretch enough before then that you can't read them, but either way there are physical limits to how fast you can spin) So it is an optimization problem, how dense can you record the data (mostly related to lazier wavelength), how much data you want on a disk controls the size, and how fast you want to load.

      Obviously you can choose to put something you know will take the longest to load on the outside of the disk. However that still leaves the inside of the disk that you need to put data on, and it loads slower.

    4. Re:Another advantage of Nintendo's (odd) format by zero_offset · · Score: 1

      For the record, regular CDs and DVDs can withstand about 75K RPM before they fly apart. Some college kids with access to a lab with high-RPM destructive testing equipment did this a couple years back; I Googled for the link, but all I could find was boring, legitimate stuff. :)

      No indication of the speed at which deformation would make them useless, but I'd assume it has to be much lower. Still, 75K RPM is quite a bit higher than current drive speeds. 1X speed is 500RPM in the center and 200RPM at the edge.

      --

      Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

    5. Re:Another advantage of Nintendo's (odd) format by Laur · · Score: 1
      1X speed is 500RPM in the center and 200RPM at the edge.

      That makes no sense. RPM means revolutions per minute. The RPM will be the same at the center and the edge, otherwise your disk is shearing!

      --
      When you lose something irreplaceable, you don't mourn for the thing you lost, you mourn for yourself. - Harpo Marx
    6. Re:Another advantage of Nintendo's (odd) format by zero_offset · · Score: 1

      LOL -- That would certainly make for an "odd" format, wouldn't it? (The original parent post's title was "Another advantage of Nintendo's (odd) format").

      The speed varies depending on the position of the read head.

      --

      Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

    7. Re:Another advantage of Nintendo's (odd) format by Laur · · Score: 1
      The speed varies depending on the position of the read head.

      Ah, I understand you now. My apologies.

      --
      When you lose something irreplaceable, you don't mourn for the thing you lost, you mourn for yourself. - Harpo Marx
    8. Re:Another advantage of Nintendo's (odd) format by TechniMyoko · · Score: 0

      I have to agree with Laur, if the inside was going 500 rpms faster, your disc has ripped in 2.

    9. Re:Another advantage of Nintendo's (odd) format by TechniMyoko · · Score: 0

      your statement proved nothing. smaller discs != faster load times. what you said is discs+speed=broken disc. Also, the amount of data on a disc doesnt control its load time either. the things that do are 1) speed of the motor, 2) size of the file 3) distance from the center, the farther being the faster

  17. Re:Nintendo understands this (but not for the GBA) by soramimicake · · Score: 3, Insightful

    Too bad Nintendo spend 5 seconds to display their logo on their cartridge-using GBA, when they could have made it instant-on.

  18. Halo for PC; Half-Life; Other games & distract by rufo · · Score: 3, Interesting

    I don't know about anyone else, but Halo for PC is absolutely stunning in the load-times department. It's a cutting edge game, yet it takes no longer then two or three seconds to load any level in the game, even on my 1.1Ghz/384MB Athlon. If you've ever played Halo for Xbox, it takes way longer then that - probably 15 to 20 seconds of boring load screen. There are brief "loading" messages during the game, but no longer then Half-Life's load times.

    Speaking of Half-Life, it was probably one of the first games that I saw to handle loading in an intelligent manner - everything's broken up into small chunks, so as you wander around you only see the loading message faintly for three or four seconds on a really slow computer, and on anything relatively modern half the time the game barely hitches. I hope Half-Life 2 has a similar system, or perhaps a method of streaming data as you wander around so there are no load times (although there hasn't been an FPS game that I'm aware of sporting zero load times, so maybe that's just not feasible yet).

    One last example here: Nintendo games are the epitome of zero-load. I can't think of a single first/second party title I own for my Gamecube that has noticeable load times. (I have a small exception here for Metroid Prime - while *really* not that bad, I do find the small hallways you run through to be slown down while the next room loads kind of annoying, especially once you get an ability to cross the room faster and you wind up sitting there waiting for the door to the next area to open). From my understanding this is due to the proprietary disc format that Nintendo has selected; one of the advantages to a smaller disc is that you can spin it faster before the forces at work tear the disc apart, which means you can load more faster. Many of the third-party titles I've played are obnoxious in loading, however, and really makes me think that too many people don't give enough thought to load times or how best to optimize a given title for the platform it runs on.

    Lastly, I think we need to think about other aspects of the game that are annoying - for example, saving. Usually a manual thing, and in some games horribly obnoxious to do, requiring much digging through menus and confirming overwriting of our previous saved game. Hello?!? Most of the time, yes, I want to overwrite the previous saved game. Is the problem avoiding overwriting your kid brother's saved game? Fine, then let me create as many profiles/saved game files as I want and have three save files inside of that - easy. If the problem is you want people to think before they erase saved games they want to archive, then perhaps there should be two or three "archive" points and one quicksave point where it doesn't confirm (along with the ability to archive the quicksave point of course.) I think alternate styles of saving beyond the standard "checkpoint" would also be a good thing (the ability in PoP to rewind time, while not exactly saving, is a good example of this). What about the corporate logos at the beginning of the game that can't be skipped? While I realize that there's almost no chance that they'll go away, what ifthe game instantly loaded your previous saved game and showed you the logos when you enter the game? (This would also mean missing out on neato main menus and title music, so maybe this wouldn't go far).

    --
    My English teacher once told me that two positives don't make a negative. Two words for her: Yeah, right.
  19. Dungeon Siege by Paolomania · · Score: 3, Interesting

    I realize that many here a loathe to give a nod to a Microsoft published product that only runs on DirectX, but Dungeon Siege by Gas Powered Games is remarkable for its constant streaming of a huge 3D RPG environment from starting the game with a hoe to the final boss showdown with no loading screens. They used some tricks as described in this whitepaper to achieve the effect. Although they had to linearize the content to a large degree, the idea of traversing a tree structure of content, constantly streaming in upcoming nodes is one that more developers could adhere to in creating continuous worlds.

  20. GameCube load times by Anonymous Coward · · Score: 2, Informative

    I have heard that the official GC devkit uses a media that behaves like GC discs which makes load time bottlenecks blatantly obvious to developers. Any truth to this?

  21. Resident Evil Outbreak has that option by cyrax777 · · Score: 1

    The new resident evil game can have parts loaded onto the hardrive or played off the disk depeneing on if one has a hardrive or not.

  22. Nameless Acclaim Motorcycle Game by superultra · · Score: 1

    Someone pipe and remind me what game this was, but there was one generic motorbike game about a year ago that let you play pong during the loading? It was like Burnout for motorcyles I think. Now that's a great idea.

    1. Re:Nameless Acclaim Motorcycle Game by fr0dicus · · Score: 1

      I think I remember Joe Blade II on the ZX Spectrum letting you play pacman while the game loaded. In 48kB that was pretty impressive.

    2. Re:Nameless Acclaim Motorcycle Game by Dasaan · · Score: 1

      broken sword had a breakout type game you could play during the install.

      --
      XP is basicly 98 with a lot more extra features to hunt down and disable. --Dram
    3. Re:Nameless Acclaim Motorcycle Game by Anonymous Coward · · Score: 0

      "Fantastic 4" on PS1 had a little car/jet race game (think atari 2600's "Indy 500" with better graphics, or a scaled-down "Jupiter Masterdrive") that had 4 player support. Unfortunately, it meant playing that ass-horrid Fantastic 4 game in between loading screens. I always wanted to scratch up the disc just enough to make load times longer, so we could play the fun race game s'more.

  23. Re:Nintendo understands this (but not for the GBA) by NanoGator · · Score: 4, Interesting

    "Too bad Nintendo spend 5 seconds to display their logo on their cartridge-using GBA, when they could have made it instant-on."

    There really aren't any systems that don't do that these days. I read somewhere that they throw the logo up there as a way of 'proving' that the game was licensed to be manufactured by Nintendo (or Sega, or Sony, you get the idea...) legitimately. If you made a knock-off unlicensed cartridge, and that logo appeared, you were commiting a copyright violation and could be nailed.

    I might have the particulars a little messed up, clarification would be appreciated. I guess the point I'm getting at is that the logo is there for a specific reason, it's not a Nintendo/Sony/Sega/Microsoft commercial.

    --
    "Derp de derp."
  24. Re:Nintendo understands this (but not for the GBA) by jackbird · · Score: 3, Interesting

    True. The Dreamcast won't load a cartridge unless a bit-for-bit copy of the logo screen stored in ROM is the first thing on the CD. Some of the indie DC games/emulators have a screen after the first screen saying that the first screen was lying.

  25. Learn a lesson from Consoles? by Robmonster · · Score: 1

    I think developers, especially on the PC can learn a lot from their console bretheren.

    SSX3 streams in the ski slopes as it goes on the most part, it is possible to ski for a full 45 minutes, from the top of the highest peak all the way to the bottom of the beginner peak. No load waits inbetween. (There are small loads when restarting events, or doing anything that involves a sudden jump of location rather than ski-ing form point to point)

    I dont know how much memory a PS2 has, but it can be nowhere near the level of modern PC's. Surely there must be some skill that transfers between the two in architecture design

    --
    I have no sig yet I must scream.
  26. Re:Halo for PC; Half-Life; Other games & distr by Anonymous Coward · · Score: 0

    Bloodrayne had a quick-save feature that would simply overwrite the current game without asking. In addition to that, it had a normal save feature that would confirm the save or allow you to create another save game. It did that at every save point.

  27. Loading by Vexware · · Score: 1, Redundant

    Unless my memory is failing me, isn't it Namco's [1] [2] Ridge Racer (or it's sequent title Revolution) which boasts a game of Galaxian while the game loads? And as a little bonus, killing all the invaders before the timer runs out gives the player a choice of nine cars, instead of four, when comes the vehicule selection. Ah, the old times -- you couldn't even save your game, I think. That was truely an arcade game.

    I think that what was a pretty good idea back then could even be welcome nowadays; after all, in most games we are presented with a boring and frustrating loading screen which simply presents the player with a loading progress bar. Instead of this, game developers could get the main game to load a small, light mini-game which could serve as an intermediate screen to avoid a sudden break from interactivity (for example, in a football game, one could imagine a Pong-like mini-game to avoid long pauses during the loading times which just bore the player, long loading times which are recurrent in the FIFA series which comes to mind). The subsequent problem is, such mini-games would be a good way to occupy the player in out-of-game loading screens, but what about in-game transitions? A good method which avoids in-game loading times -- and perhaps also laterally reduces out-of-game loading times -- is to load the upcoming in-game elements, such as maps and FMVs, during the more inactive in-game moments. This has several advantages, first of all being that the player does not notice a slowdown in play since the loading should take place when the game is more inactive. Then, the said elements already loaded into memory appear instantly and there is no break in in-game playing whatsoever. And I shall also develop what I have minimally said, about the out-of-game loading times being shorter since the loading is done in-game. I am not a game developer (being only 14 that would be a mean feat) so I do not know if this could be accomplished but perhaps the "inactivity loading" concept could be taken even further, with the in-game content being loaded while the player goes through the starting menus, or even when the introducing FMV is being played.

    --
    "Really, I'm not out to destroy Microsoft. That will just be a completely unintentional side effect" -- Linus Torval
    1. Re:Loading by Firehawke · · Score: 1

      It's Ridge Racer, and you could save those extra cars (along with the super-secret black car) to memory card. Being a firstgen PSX title, though, they hadn't yet come up with an autosave function.

      The funny thing about the Galaxians game was that it just BARELY gave you enough time to kill the group before they escaped. More than once I've seen someone reset the PSX to give it another shot rather than just start with the default cars, which is probably the most amusing perversion of loadtime I've ever seen.

      The difficulty of background loading is probably why you so rarely see it in games.

  28. False assumptions. by Anonymous Coward · · Score: 0

    I know that optimizing load times is probably low on the list of priorities when developing a game

    This is wrong - for consoles.

    Microsoft, Sony and Nintendo have something called certification requirements that all games must pass before they can be released on their platforms. Lots of stuff like "must say which button to press to make selections in the menu", "if you pull the controller out the game must pause", "if the disk is scratched, do this", etc. And one of the rules they also have contains a strict specification for the maximum load time.

    It varies between manufacturer, but for Microsoft's Xbox, I do know that no game is permitted to have a load time longer than about 15 seconds (it was, I think, 20 seconds for the first generation of games, but they lowered it). And there are lots of tricks a developer can use to improve load times - from loading a "snapshot" ready-to-play memory image, to placing files in a packed archive in exactly the order that they are needed as the level loads (so there is no disk seeking).

    Unfortunately PC games typically don't care about load times in the way that consoles do. There's no requirement for them to do anything, so the developers get lazy. For example: Battlefield 1942 and Unreal Tournament 2004 both have extortionate load times.

    1. Re:False assumptions. by nobodyman · · Score: 1
      While you are right that there are certification requirements, cross-platform publishing (and the strength of publishers in general) has really forced the console makers to become more lax in their standards.

      Proof? Enter the Matrix. This game was a bug-ridden piece of garbage, and in my opinion the load times for the ps2 version were excessive. There's no way his game should have made it past the Nintendo/Sony/Microsoft QA department, but because each company was terrified of the prospect of the game being released on the two competitors' consoles before their own, they let the bugs slide. So, Atari/Infogrames was able to railroad the game through in spite of it's highly unpolished state.

      Ultimately, I think load times are a function of:
      • System RAM
      • Data Transfer Rate of media (be it CD-ROM, Cartridge, or HDD)


      I'm sure to get flamed, but I own all three consoles, and this theory seems to pan out. The Gamecube has the least amount of RAM (ostensibly 48MB, but 16MB of it is too slow for most developers to use for anything other than music or disk cache) and generally the shortest load times. The Xbox has the most amount of RAM and seems to me to have the longest load times.
  29. That Coleco delay was spurious by Anonymous Coward · · Score: 0

    It's a deliberate, time-wasting delay loop. Coleco emulators either allow you to skip it or allow using a hacked BIOS without the loop. A big raspberry to Coleco for wasting literally hours of my life back then.

  30. Memory mapping by Earlybird · · Score: 4, Informative
    Back in 1997, I worked on a commercial game, and we struggling with the problem of level load time.

    This was back when Pentiums and Windows 98 were the norm, so that was our target. We were mostly loading 2D graphics and sound effects. Enough that it could take anything from 20 to 60 seconds to load the next level -- quite unacceptable.

    We did two things to improve loading time. The first was to reduce the perceived loading time -- instead of just a static picture, we changed the screen to be a rendered animation of the main character walking towards the next level. The animation frames were driven by the internal loading progress, so he walked rather haltingly, but it was effective.

    The second was to use memory-mapped files. We put each level's files into a single, uncompressed, indexed file (a simple idea used, at the time, by Id's games) -- each a hundred megs or so -- and I then modified the code to map the level file into memory, and let each object (sound effect, animation frame, etc.) merely set its internal pointer to somewhere within the mapped region. In short: We handed the entire task of loading to the operating system. The load time was now near-instantaneous.

    What really surprised me was how little impact this had on overall performance -- we had hundreds of animation objects on screen and lots of layered sound effects, and the frame rate hardly budged. For the first second or two, as each object access triggered a page fault, the frame rate would crawl a little, but we quickly solved that by pre-loading the largest and most commonly used objects.

    The speed of memory mapping was particularly surprising considering it was Windows 98, not particularly well known for its sturdy virtual memory manager.

    I'm sure memory mapping is a popular technology among game developers. More recent 3D games probably have their own, specialized VM systems. Far Cry, in particular, is impressive in the way it leads the player through huge (by current standards) landscapes, with no perceptible loading pauses.

  31. Carts won't necessarily solve the problem by SilentJ_PDX · · Score: 1

    Having a cart won't necessarily solve the problem. A cartridge solves the disc-loading end of the equation but several games also seem to need CPU-intensive unpacking/world-building time (I'm not sure what they're doing, it's just not disk based).

  32. many load-free CD-based games by Anonymous Coward · · Score: 0

    I've seen several other posts mentioning modern games without load times - add Prince of Persia to the list. I was just playing this on the gamecube 5 minutes ago. It has no load times for levels, ever. Why would anyone want to return to expensive solid-state cartridges when we can already eliminate load times on CDs or DVDs that cost a small fraction?

    If you want a cartridge-based console feel free to go buy a the horrible failure that was Nintendo64, and the 6 or 7 games made for that system.

  33. Re:Halo for PC; Half-Life; Other games & distr by Weirdofreak · · Score: 1

    I definately hear you on the saving menus.

    Take Nightfire: You have profiles, each one has (IIRC) a single save space. If you unlock something (or beat your previous high score), you get a chance to save, but that's it. When you get the chance to save, it asks if you want to save. Default is yes. Then it says it will overwrite, do you stil want to? Default is no, and it's way too easy to select. You end up not saving, and have to beat another record before you can.

    In Everything or Nothing, you can save at any point in the select level menu, but there are so many submenus to go through. Do you want to save, select memory card slot, select save file, choose name, this will overwrite. And the overwrite again has a default of no, so you have to do it AGAIN. Unintuitive or what?

  34. I wonder by PktLoss · · Score: 2, Interesting

    I have always wondered why there isnt some sort of a dual format, Cart & Mini CD.

    Most of the system cartridges we have seen are more than large enough to house a minidisc. Why take the best of both worlds, critical game data could be held on the cartridge (or even like, the first bit of every level), with the remainder on the disc.

    1. Re:I wonder by Kris_J · · Score: 1

      There was a Saturn game that came on CD and cart, though I think that was because they ran out of RAM, rather than to decrease load times. Anyone know the game I'm thinking of? As a collector, I love innovative hardware stuff like this. As a gamer, the answer looks like a hard drive in every console.

    2. Re:I wonder by Kris_J · · Score: 1

      Found it, actually them: King of Fighters '95 and Ultraman. I can't find a decent discussion as to why the ROM cart was used -- whether it was just a limitation of RAM (in which case you'd think they'd use the RAM exansion cart standard) or indeed to decrease load times (which it appeared to do somewhat, based on the poor review KoF '96 got).

    3. Re:I wonder by nekura · · Score: 1

      There were actually a few Sega Saturn games that made use of the 4 MB RAM cart, though I can't think of any US titles off of the top of my head. The main ones that come into my mind are X-men vs. Street Fighter (god how I loved that game), Vampire Saviour, Marvel Super Heroes vs. Street Fighter, and I think some crappy Final Fight game.

      --

      "Programming is like sex - one mistake and you'll have to support it for the rest of your life."
  35. Re:Nintendo understands this (but not for the GBA) by toast0 · · Score: 1

    Yeah, Sega added their licsened by Sega (etc) screen to the Genesis 2(maybe 3?) so they could get counterfitters in asia on trademark infringement since copyright infringement cases weren't going too well.

    In Sega v. Accolade (or vice versa) in the US, it was ruled that displaying the text banner solely for the purpose of interoperability was ok. It might still be grounds for trademark infringement lawsuits in other countries though.

  36. Playstation Re-releases of old Square RPGs by Q-Mont · · Score: 2, Insightful
    I thought that it was really cool when Final Fantasy Anthology came out for the Playstation. I played FFV for hours and hours, having a blast with the job system. But when it came to FFVI, I didn't play it as much. I knew that there were some new cutscenes and all that, but i just couldn't handle the load time when I knew how fast the cartridge loaded in comparison.

    But when Final Fantasy Origins came out it was a different story. They made more improvements this time around including better graphics. The load times were still there, but it wasnt too bad

    Basically, in the case of re-releases of old games, there is a trade off. You have to put up with load times, but at the same time you get a more reliable medium (memory card) to save your games on. I played FFIV for the playstation because i had lost my saved game too many times on the cartridge.

    --
    "Damn TV, you've ruined my imagination, just like you've ruined my ability to -- to, um...uh...oh well."
  37. For people with old cartridges by Stormwatch · · Score: 1

    As some people have mentioned corrosion on cartridge contacts, here is something I have read on a gaming mag a loooong time ago:

    Soak a cotton swab on isopropyl alcohol (not ethyl!), rub the contacts, and dry them with a soft cloth. This is also good for cleaning the console's contacts and your controllers' boards.

    DISCLAIMER: I know no shit about chemestry, I just read that somewhere. But it has worked well for me.

  38. On a Lighter Note..... by Q-Mont · · Score: 2, Funny
    I had a group of stoner friends that thought that it was amusing every time they played games and they saw the screen that said "Now Loading".....

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    "Damn TV, you've ruined my imagination, just like you've ruined my ability to -- to, um...uh...oh well."
  39. Re:Nintendo understands this (but not for the GBA) by Luigi30 · · Score: 2, Interesting

    When programming a Gameboy, the first thing you have to make it load is the data for the Nintendo logo. If it doesn't match the checksum stored in the ROM, it'll refuse to boot, giving the Black Box O' Doom or the Scrambled Logo O' Doom.

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  40. Xbox by dfj225 · · Score: 1

    One of the reasons that I like the Xbox, is because it makes it easy for the developer to eliminate load times by streaming data from the hard drive into memory. Since the hard drive can swap data from memory much faster than a CD or DVD drive, it becomes much easier to do this. However, there are still very few games that I can thing of that (noticeably) apply this trick. I know that it is certainly very possible, as I have seen it done on a PS2 without access to a hard drive. I think that for some games, especially RPGs or anything that tries to present a seamless world, it should be a requirement. I love Knights of the Old Republic for Xbox, but on some levels the load times are almost unbearable. I can understand loading between planets, but I think that once you are on a planet they should have eliminated loading as much as possible. I think that this feature should definetly be considered for all games.

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    SIGFAULT
  41. Re:Halo for PC; Half-Life; Other games & distr by redled · · Score: 1

    In most games, there is a quick load /quick save feature. For some reason, F4 and F5 seem to be common default keys for this. Anyways, I always use the feature, and save normally only occasionally, in case I want to start a level over, for example.

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    "Insert witty quote here."

  42. Unreal 2 by starsong · · Score: 1

    That would have to get my vote for Slowest Loading Ever, but bear in mind the cassette-loading stuff is before my time. The worst part was that it spent 30 seconds each for the silly, non-skippable cutscenes, even those which just show a ship cruising towards a planet. And this is with a relatively new system, 512MB ram, 7200rpm hard drive, ATA100, etc. (and yes, DMA was on).

    I actually enjoyed the game (please don't shoot me), but having to go through that everytime I "quick-loaded" finally wore out my patience. In one of the final battles with the souped-up Kai, I would load, fight for 5 seonds, get killed, load for 30 seconds, fight for 5 seconds , load... etc. I finally didn't even finish the game... it wasn't fun any more. Plus it didn't help that my character moved like a slug on downers and was trying to outrun BLACK HOLES, but that's another complaint. Maybe when I get a system with enough RAM to hold the entire game in memory (next decade) I'll try again.

    So my advice would be: let people skip whatever non-essential bits they want, BEFORE you load them. And find a way to make "quick-load" on the current map significantly faster than archive-load of some other map.

    1. Re:Unreal 2 by garyok · · Score: 1

      Hah! You never played System Shock 2. I could go away and get a cup of tea in the time it took for a "quickload".

      I remember the first time I crossed the bridge in GTA3 and it paused for about half a moment and then got on with the next bit of the game. That was cool. After that it started getting on my nerves when games had to load the next level, reaching it's peak with Deus Ex IW's insanity where the levels are about 3 feet across and loading times are 30-40 seconds. At least the levels in SS2 took you around a level of the ship and stuff.

      It jars. If you had to wait 30 seconds between scenes on a film you'd beat the popcorn guy on the way out. And what you'd do to the ticket seller would make Satan puke.

      Games are more involving when they don't do the loading thing, the feeling of immersion is more profound. I want never to see "Loading..." again.

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      One of the penalties for refusing to participate in politics is that you end up being governed by your inferiors - Plato
  43. Morrowind by Anonymous Coward · · Score: 0
    "It varies between manufacturer, but for Microsoft's Xbox, I do know that no game is permitted to have a load time longer than about 15 seconds (it was, I think, 20 seconds for the first generation of games, but they lowered it)."

    Then how on earth was Morrowind for X-Box ever published? I timed the load times on the original, not GoTY, version... well into several minutes, and that was every time one loaded a save game, no matter how little had changed.

    I returned my copy, I upgraded my pc, I bought the pc version of morrowind, only to find out that without long load times, the game was far too easy. Stealing had few consequences. Oh well.

  44. Re:Halo for PC; Half-Life; Other games & distr by Anonymous Coward · · Score: 1, Informative

    Lastly, I think we need to think about other aspects of the game that are annoying - for example, saving. Usually a manual thing, and in some games horribly obnoxious to do, requiring much digging through menus and confirming overwriting of our previous saved game. Hello?!? Most of the time, yes, I want to overwrite the previous saved game. Is the problem avoiding overwriting your kid brother's saved game?

    Speaking as a developer who's recently coded up this sort of thing for a console game, it's done that way because someone, in one of the console owning companies, decided that nothing irreversible should be done without confirmation. It probably sounds good in a meeting, then it gets written up in a somewhat ambiguous standards document. Because the wording is a bit ambiguous, when developing that part of the game, you have to err on the side of caution, and make it really confirm *everything*. Failing the Sony/MS/Nintendo submission process will set back your entire release schedule by a month or more, and cost you sales and money, so you really have to get it right first time. That means, you go overboard, just in case the person in charge of reviewing your game for submission happens to be particularly anal. (And I've heard of some games getting rejected for incredibly stupid reasons that no sane game player would consider a problem for a second.)

    What about the corporate logos at the beginning of the game that can't be skipped? While I realize that there's almost no chance that they'll go away, what ifthe game instantly loaded your previous saved game and showed you the logos when you enter the game? (This would also mean missing out on neato main menus and title music, so maybe this wouldn't go far).

    There's standards on this stuff too, mostly based on the idea that everything has to be 'accessible' to the non-gamer, while still fulfilling legal requirements on acknowledging the owners of the IP related to the game.

    There's certainly a lot of room for improvement in all this area of games, I have a few ideas for how to do things differently on my next project. But resources on developing a game are limited. Early in the project, we have to decide if it's worth dropping that extra creature or graphical effect to free up the programmer time to make the loading system more transparent. Sometimes we make the wrong choice.

  45. Re:Nintendo understands this (but not for the GBA) by Anonymous Coward · · Score: 0
    "Too bad Nintendo spend 5 seconds to display their logo on their cartridge-using GBA, when they could have made it instant-on."

    There really aren't any systems that don't do that these days.

    There were some old systems that did it too. The Intellivision had a title screen that you had to "click" through, it was only up for as long as it took you to choose the difficulty though, so it was pretty harmless. IIRC, the Atari 5200 had something similar. Most egregious, though, was the ColecoVision, where you were forced to wait through a 15 second title screen before getting the game select screen.
  46. Re:Nintendo understands this (but not for the GBA) by shadowcabbit · · Score: 1

    I never knew it was for copyright protection. The way I always reasoned it out was as follows: Remember the old days of the NES, when you would put a cartridge in and it might work, but it might not? And you had to jiggle the cartridge or blow on it? Nintendo saw this bug and put the "Nintendo" logo in the Game Boy's boot sequence in order to provide a checksum for the cartridge data. The SNES and N64 probably had similar setups (which were invisible to the user), but with the advent of disc-based consoles the booting screen existed both to allow access to memory card functions and to cover up the game's initial loading. With the GBA, it's there both for compatibility and also to allow access to the network-boot capability.

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    "Why Subscribe?" Good question...
  47. Memories.... Nightmare memories.... by Sylven_1969 · · Score: 0

    The VIC-20..... a Cassette Drive..... thirty minutes to load a "Scott Adams" ALL TEXT Adventure game!!!!! Every time I get impatient waiting on a new game to load a new area or level I flick my memory back to the VIC-20 and praise the gaming gods for how lucky I am!

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    Jay Dale "If you're not living on the edge then you're taking up too much space!"
  48. Re:Nintendo understands this (but not for the GBA) by General+Sherman · · Score: 1

    It's there because it's verifying the cartridge. If you've ever used a classic gameboy, very often the little Nintendo logo at the botton would be messed up in some way or another. That logo is read from the cart, and it's to make sure that you inserted it correctly. Remember blowing the dust out? That's why it's there. It's like a little power on self check for the GB.

    No conspiracy here.

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  49. usually I like load times by Zed2K · · Score: 1

    It gives me a break to hit the bathroom or grab something to eat or put a load of laundry in.

    1. Re:usually I like load times by Anonymous Coward · · Score: 0

      Is the pause button on your controller broken?

  50. Re:Halo for PC; Half-Life; Other games & distr by rufo · · Score: 1

    Yeah, but that's only any good if you're playing on a computer. On a console (where increasing amounts of my gaming time are being spent), there never is any quicksave.

    But yes, on the PC, the quicksave is the way to go. :-)

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    My English teacher once told me that two positives don't make a negative. Two words for her: Yeah, right.
  51. Re:Halo for PC; Half-Life; Other games & distr by rufo · · Score: 1

    someone, in one of the console owning companies, decided that nothing irreversible should be done without confirmation.

    You know, after I wrote that post I kind of thought about it... I was thinking "It's probably somebody in management's fault." I figured it was more the publisher (EA or Eidos or whomever), but Sony/MS/Nintendo makes an equal amount of sense.

    Early in the project, we have to decide if it's worth dropping that extra creature or graphical effect to free up the programmer time to make the loading system more transparent. Sometimes we make the wrong choice.

    Hey, if I have the choice between a game with long load times that's awesome versus a game with short load times that sucks, I'll take the long-load game, no questions asked. You developers don't always make the wrong decision. :-)

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    My English teacher once told me that two positives don't make a negative. Two words for her: Yeah, right.
  52. Re:Halo for PC; Half-Life; Other games & distr by obeythefist · · Score: 1

    Well that's the point exactly. The PC doesn't have big load times (apart from BF:vietnam and some other really new games). When you consider just how much detail it's loading, however, you can understand. Consoles are very very weak in power, so when you make them do real I/O work of course they're going to pale in comparison.

    I've managed to cut down the load times with my new SATA RAID0 stripe to seconds, because I had that choice. But if console gamers want the same performance as a real computer, unfortunately they're eventually going to have to start paying for it. And if a proprietary locked down console with DRM costs you the same as an open architecture PC that you can web-browse, install linux on without modding or hacking, and customise to your hearts content, which will you buy?

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    I am government man, come from the government. The government has sent me. -- G.I.R.
  53. Re:Halo for PC; Half-Life; Other games & distr by rufo · · Score: 1

    Well that's the point exactly. The PC doesn't have big load times (apart from BF:vietnam and some other really new games). When you consider just how much detail it's loading, however, you can understand. Consoles are very very weak in power, so when you make them do real I/O work of course they're going to pale in comparison.

    Yes, of course a PC will be faster - it has a hard drive for chrissakes, that's already about ten times faster then anything most consoles have :-). But that's not the point. The point is that more then a few console games don't have onerous load times despite the limitations inherent - take any first-party Gamecube title, for instance, as well as any number of other games for the other platforms. Now I realize this isn't possible for all games all the time, but it certainly seems like it might be doable for more then the handful of games where people have the time to implement it.

    I've managed to cut down the load times with my new SATA RAID0 stripe to seconds, because I had that choice. But if console gamers want the same performance as a real computer, unfortunately they're eventually going to have to start paying for it. And if a proprietary locked down console with DRM costs you the same as an open architecture PC that you can web-browse, install linux on without modding or hacking, and customise to your hearts content, which will you buy?

    I dare you to find me a $150 PC that will run games as well as an Xbox can. Heck, I dare you to find me a $99 piece of hardware that will run games as well as a Gamecube can. It can't be done. These "crippled" consoles run rings around PCs costing hundreds of dollars more, because a) the manufacturers are willing to make very little, no, or negative amounts of money on them and b) they've been designed from the ground up to be good at one and only one thing: playing games. Most consoles bear very little resemblance to a computer architecturally, a fact that has stymied emulator writers the world over. A computer has to be good at everything, but a game console just has to play games at lower resolutions really fast. And they do.

    As far as which one I'll buy - it depends on what I want. If I want to play games, I'll buy a console. If I want a cheap computer, I'll buy a cheap computer. If I want to play games on my computer, I buy a more expensive computer. Not that there's anything wrong with computer gaming, I'm a big computer gamer and will probably spend a large chunk of cash upgrading my computer this year. But there's no way you can beat the consoles for game-playing buck.

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    My English teacher once told me that two positives don't make a negative. Two words for her: Yeah, right.
  54. Re:Nintendo understands this (but not for the GBA) by Luigi30 · · Score: 1

    Yes they do. A SNES that sees the cartridge is messed up or copied will give you a black screen. An N64 will give you a yellowish screen.

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