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@ NJ5

Space is not a big bottleneck on the PS3, so it's natural that developers don't worry about optimizing for space


I think good devs always try to optimize things, for example for Ratchet & Clank: Tools of Destruction and Uncharted: Drake's Fortune they optimised the game design to have a very limited amount of loading and seamless connection between story telling cutscenes and gameplay. In Ratchet the cutscenes are rendered on the fly, so when you shoot a nano-swarm just before entering the cutscene it will be there or when you upgrade your armour-suit Ratchet is wearing his new cloths in the following cutscene.

The end results matter for enhancing the game experience and developers will try to get this right as much as possible. On the PS3 there are just more and wider options available to developers.



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales