History Main / LoadsAndLoadsOfLoading

15th Nov '16 7:31:35 AM Sark0TAG
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** There's also the DVD version that has everything on one disc, plus a nice making-of video.

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** There's also the DVD version that has everything on one disc, plus a nice making-of video. And then there's the GOG.com re-release.
12th Nov '16 6:53:42 PM legoking831
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This is something of a {{cyclic trope}} because of technology changes. Computer gamers of the 1980s learned to loathe the slow-as-molasses tape and floppy disk drives of the era, and cheered when they were replaced by the much faster hard disks. But it didn't take too long for games to take advantage of increasing disk size and grow so big that they took as long to load from the hard disk as their ancestors did from floppies. Solid-state cartridges from the old days had fast random access times that some cases match or is faster than ram(snes), but their severely limited capacity increases the temptation to use data compression in larger modern games, which can take a ''very'' long time to decompress on a game console. So it goes...



This is something of a {{cyclic trope}} because of technology changes. Computer gamers of the 1980s learned to loathe the slow-as-molasses tape and floppy disk drives of the era, and cheered when they were replaced by the much faster hard disks. But it didn't take too long for games to take advantage of increasing disk size and grow so big that they took as long to load from the hard disk as their ancestors did from floppies. Solid-state cartridges from the old days had fast random access times that some cases match or is faster than ram(snes), but their severely limited capacity increases the temptation to use data compression in larger modern games, which can take a ''very'' long time to decompress on a game console. So it goes...

''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



[[DoorStopper down quickly]]. See also DynamicLoading, when loading sequences are performed "behind the scenes" and (hopefully) go unnoticed by the player.



[[DoorStopper down quickly]]. See also DynamicLoading, when loading sequences are performed "behind the scenes" and (hopefully) go unnoticed by the player.

''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



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''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



* The UsefulNotes/WiiU version of ''VideoGame/SplinterCell: Blacklist'' has loading times ranging from 40 seconds to ''...[[color:#ee1100:LOADING]]...''''...[[color:#ee1100:LOADING]]...''''...[[color:#ee1100:LOADING]]...'' A FULL MINUTE.

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* The UsefulNotes/WiiU version of ''VideoGame/SplinterCell: Blacklist'' has loading times ranging from 40 seconds to ''...[[color:#ee1100:LOADING]]...''''...[[color:#ee1100:LOADING]]...''''...[[color:#ee1100:LOADING]]...'' A FULL MINUTE.



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''



''...[[color:#ee1100:LOADING]]...''
25th Oct '16 10:31:27 AM Drope
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* Mostly absent in ''VideoGame/SuperMarioGalaxy'', the exception being the screen reminding the player to put on the wrist strap (you have to wait longer to be able to skip it than most other Wii games). Otherwise, load times are ''nonexistent'', and the textures and models are still among the most detailed on the Wii, and the music is in a recorded sound format as opposed to MIDI. This also extends to ''VideoGame/SuperMarioGalaxy2''.

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* Mostly absent in ''VideoGame/SuperMarioGalaxy'', the exception being the screen reminding the player to put on the wrist strap (you have to wait longer to be able to skip it than most other Wii games). Otherwise, load times are ''nonexistent'', nonexistent or at the very least well-hidden[[note]]Mario flying through space from a launch star is more or less a loading screen in disguise, but it's so dynamic and fun to watch that it doesn't ruin the immersion[[/note]], and the textures and models are still among the most detailed on the Wii, and the music is in a recorded sound format as opposed to MIDI. This also extends to ''VideoGame/SuperMarioGalaxy2''.
23rd Oct '16 7:39:38 PM nombretomado
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* ''VideoGame/BrokenSword 3'' had load times of a few minutes every time you entered a new area. As one [[GameFAQs forum user]] put it "[it is]...the incredible loading simulator, starring George Stobbart."

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* ''VideoGame/BrokenSword 3'' had load times of a few minutes every time you entered a new area. As one [[GameFAQs [[Website/GameFAQs forum user]] put it "[it is]...the incredible loading simulator, starring George Stobbart."
17th Oct '16 3:17:25 AM Morgenthaler
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** The Nintendo 64 version of ''[[VideoGame/BanjoKazooie Banjo-Tooie]]'' has an exceptionally large amount of content that not only is not compressed, but didn't use the Expansion Pak either, meaning that a cutscene taking place outside of the player's whereabouts will require a brief temporary freeze of the game so it can be triggered. This becomes a major annoyance in the level HailfirePeaks, due to the more detailed visuals and effects of the level in comparison to the earlier worlds. They fixed this in the Xbox Live Arcade version, but not without the unintended consequence of the music not syncing up with the cutscenes when it was originally supposed to.
* The console version of ''AdventRising'' ''would'' have staggering loading times - up to two minutes, several times a level. It gets around this by loading pre-rendered cutscenes (varying from story scenes to suggestions of what to do next to a bunch of pretty scenery) and playing those at the loading points, preventing the player from skipping them until loading is finished.

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** The Nintendo 64 version of ''[[VideoGame/BanjoKazooie Banjo-Tooie]]'' ''VideoGame/BanjoTooie'' has an exceptionally large amount of content that not only is not compressed, but didn't use the Expansion Pak either, meaning that a cutscene taking place outside of the player's whereabouts will require a brief temporary freeze of the game so it can be triggered. This becomes a major annoyance in the level HailfirePeaks, due to the more detailed visuals and effects of the level in comparison to the earlier worlds. They fixed this in the Xbox Live Arcade version, but not without the unintended consequence of the music not syncing up with the cutscenes when it was originally supposed to.
* The console version of ''AdventRising'' ''VideoGame/AdventRising'' ''would'' have staggering loading times - up to two minutes, several times a level. It gets around this by loading pre-rendered cutscenes (varying from story scenes to suggestions of what to do next to a bunch of pretty scenery) and playing those at the loading points, preventing the player from skipping them until loading is finished.
16th Oct '16 10:02:46 AM nombretomado
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** PSP load times do seem to be getting better, by and large. As an example, ''FinalFantasyTactics: [[UpdatedRerelease War of the Lions]]'' loads faster than the original PSX release.

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** PSP load times do seem to be getting better, by and large. As an example, ''FinalFantasyTactics: ''VideoGame/FinalFantasyTactics: [[UpdatedRerelease War of the Lions]]'' loads faster than the original PSX release.
28th Sep '16 11:20:04 AM Ferot_Dreadnaught
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* ''[[VideoGame/SoulSeries Soulcalibur: Lost Swords]]'' has loading times that reach just over a minute in length. Putting into consideration that it doesn't look much better than ''Soulcalibur V'', we're left to assume that either the game's trying to connect to it's servers and having a problem doing so, or [[Creator/NamcoBandai Namco]] [[Main/TheyJustDidntCare simply couldn't give a damn]].

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* ''[[VideoGame/SoulSeries Soulcalibur: Lost Swords]]'' has loading times that reach just over a minute in length. Putting into consideration that it doesn't look much better than ''Soulcalibur V'', we're left to assume that either the game's trying to connect to it's servers and having a problem doing so, or [[Creator/NamcoBandai Namco]] [[Main/TheyJustDidntCare simply couldn't give a damn]].so.



** ''VideoGame/ShadowTheHedgehog'' would load several times - ''in one cinematic!'' Thankfully, the loads weren't that long - just long enough to let you know TheyJustDidntCare: a touch of preloading would've solved ''everything''.

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** ''VideoGame/ShadowTheHedgehog'' would load several times - ''in one cinematic!'' Thankfully, the loads weren't that long - just long enough to let you know TheyJustDidntCare: long, but a touch of preloading would've solved ''everything''.
19th Sep '16 7:39:19 PM supergod
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Added DiffLines:

* ''VideoGame/{{Bloodborne}}'s'' original release, was seamless when it came to transitioning between areas, but the game still had long load times when dying [[WarpWhistle or traveling to and from the Hunters' Dream]]. While the devs eventually found a way to shorten the load times (and also changed the loading screen to display random item descriptions, when it was featureless before), the fact that you have to travel to the Hunters' Dream to level up means that players will have to deal with them fairly frequently
19th Sep '16 7:23:32 PM supergod
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* ''VideoGame/NeverwinterNights'' premium module, ''Infinite Dungeons'' has fairly long loading times compared to NWN modules because it needs to process much higher volumes of data and uses heavy amounts of scripting to create the randomly generated levels.

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* ''VideoGame/NeverwinterNights'' premium module, ''Infinite Dungeons'' has fairly long loading times compared to NWN other modules because it needs to process of the much higher volumes of data that needs to be processed and uses heavy because of heavier amounts of scripting to create the randomly generated levels.
19th Sep '16 7:15:03 PM supergod
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* ''VideoGame/NeverwinterNights'''s premium module, ''Infinite Dungeons'' was very bad at this. Because of the way the Aurora game engine worked and the huge amount of data needed to process, it could take more than 10 minutes to transit from map to another. The larger the setting, the longer it will take. Even with modern [=CPUs=], the maps wouldn’t load any faster.

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* ''VideoGame/NeverwinterNights'''s ''VideoGame/NeverwinterNights'' premium module, ''Infinite Dungeons'' was very bad at this. Because of the way the Aurora game engine worked and the huge amount has fairly long loading times compared to NWN modules because it needs to process much higher volumes of data needed and uses heavy amounts of scripting to process, it could take more than 10 minutes to transit from map to another. The larger create the setting, the longer it will take. Even with modern [=CPUs=], the maps wouldn’t load any faster.randomly generated levels.
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