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staticneuron said:

It refers to efficiency, and whether or not data is necessary.

And at which point does space become a hinderance? Did you know that Soul reaver was never supposed to be two games? Have you read about the enchant arems developer running out of space?

These devs know what they are doing and sometimes it stops being an effiency issue and then the story, scenes and characters have to be dropped because their ambitions couldn't fit on the disk.

First of all, no, the FMVs in VII did not integrate into the gameplay. They all had a short loading screen before and after. Second, I distincly pointed out that better optimized data applied to game data, not FMVs. FMVs use codecs, and the PS1 just handled MPEG-1, which applied to every FF game on the system, so more FMVs would require more data, no matter how effectively the game data was coded.

It is not even a question. The fire and smoke in many parts of the 1 disc. Many of the intown elements like escalators and elevators actually simulated movement by just runing an FMV. There were many many instances in which your characters were runniing ofer or interacting with FMV's in final fantasy 7 and it should have been painfully obvious. "EDIT" and if you can try to rip the videos you would see that for yourself.

Not wanting to make them doesn't take away the fact that he knows how they are made.

And does that make his opinion more important than kojima's? or Hayashi's? Of course his personal pov will reflect what he says because he believes in a "DIRECTION" for the "ENTIRE" industry. How best to propogate that if everyone is restricted by hardware. I believe that he is under the mistaken impression that devs with too much freedom cannot create masterpiece's or envoke alot of emotion out of epic titles. I disagree and I was shocked that he said that after the completion of god of war because I considered that gem to be very involving.

Just to the first part, "less is more", in the context of game design, does not refere to total data size, but how that data is done. The point is to have the data take up the least space possible, so that if it takes up a lot of space, you know that space was needed. For example, Resistance had a lot of its data in FMVs (which was necessary, as a lot of cut scenes were shown in ways that couldn't work in real time), but the data was used well enough that the game took only 16GB, instead of the earlier reports of 22GB. That wasn't being reduced for the sake of it. It shows that Insomniac knew how to handle the data.

And in terms of RAM, "less is more" means that more information can fit in the RAM, meaning better graphics, draw distance, physic, AI, etc. That's why games on the same system look better in later years of that gen.

EDIT: So in the case of Soul Reaver and Enchanted ARMs, those games were done well, so that they actually were large enough not to fit on one disc without some work. They actually did need more space. Of course they could have just added a second disc, as those games could have worked with that. 



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs