shams said:
If they design for it, its actually quite easy. A Wii disc can store almost 5 gigs of data - more space than Ninty has ever had access to in the past. So you cram heaps of extra textures, sound (etc) - anything that takes space up on the disc, and make the accessibility through the game. The portal could be used to manage this extra content. Maybe you can only have one "piece" of content at anytime - with each mapping to a particular star location in the Metroid galaxy. With one being released / month, you play the hell out of each - then grab the next when it comes out. Just an idea. I think you could design a level that takes no more than 10MB of data - compressed - for the entire level. Its a bit painful - by then much of what happens on the Wii is. The point is it could work. Lets not forget that the ENTIRE of GoldenEye on the N64 - fits within what, 16MB (just checked that figure). Take out most/all textures, sounds, player models, weapon models (etc) - and you don't need a lot of space - for a lot of gameplay.
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Ok, the average Quake3 level was ~3-10 megs. I just checked that one myself. Quake3 was very easily done on last gen. Quake3 is nothing compared to Quake4-ish. Which is what the Wii should be 'capable' of useing optimized textures/systems.
Quake4 maps are 10megs+. I followed a project. Doom3 engine can do it. Or something to that extent where some of the best modders in the world, worked together to create a wide open city, that was alive. And when I say... Alive, I mean, people walked around, there were day/night cycles, and everything. On 1 map. If I recall correctly that was around 150-200 megs.
The way most games are built, textures are optimized for the 'model' they are on. An example, textures off a wall in RE4, would look like CRAP if they were used in another way, becuase they are perfectly optimized for where their at, and even from the angle you will notice it from. Hell, the textures even have 3D objects casting shadows onto themselves. (not a real 3D object, just a texture of one) If MP1 and MP2 are really a sign of what the 3rd one will be, or if they do what I've seen. A 'dungeon' or even, a 'new world' could very easily reach 500megs.
A Wii disc can store almost 5 gigs of data - more space than Ninty has ever had access to in the past. So you cram heaps of extra textures, sound (etc) - anything that takes space up on the disc, and make the accessibility through the game.
Ummm... so what your saying is, to release the game with content on the disc, and then require them to have the internet to 'activate' what they already have? That sucks. If nintendo starts doing stuff like that, I will simply stop buying their games totally.
A Quake4 map, is about 10 megs. That's the map. No textures included. If you for whatever reason need to 'add' textures. God forbid High Quality textures. That can shoot up so high, and so fast, it would make even a 20gb 360 scream mommy.
I am just pointing out, downloadable content really isnt 'feisable' on the Wii. Now, if they come out with a 'texture streaming' system like SecondLife, or something more similar to that, then in-fact, that could become ALOT of potential for 'downloadable' content. (at a ultra high bandwidth cost)
It's not downloadable content when you get it on the disc, and you have to download a 'file' to turn it on, just becuase they want to say they have downloadable content. Yes, it's content you can access exclusivly if you have internet. But it's NOT downloadable content.
And also, you mention 'Digital TV channels'. The Wii already supports this in a Way. The 'Metroid' channel is infact a streaming video channel. Change about 3 fields, it could stream a live broadcast from any server.
PSN ID: Kwaad

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