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Dr.Henry_Killinger said:
VanceIX said:
GribbleGrunger said:
VanceIX said:

LOL. No, I'm not ignorant for pointing out the truth. TLOU is a script-driven game, with smaller areas with linear progression and limited AI driving the game. By keeping the game linear and sacrificing on openness, ND managed to devote a ton of power to the graphics while enchancing it with story and decent gameplay. 

Are you sure you played TLOU? It doesn't sound at all like the game I played. Perhaps you're not ignorant ... perhaps you're getting it mixed up with another game?

I played TLOU. I don't own it, and I won't pretend I do. I haven't played through all of it either. But from the amount that I played (and I played more than a decent amount), I can say it's focus on linear gameplay is less taxing on the engine. In a game like Skyrim, you have a huge world that is constantly being loaded and generated, with dynamic AI appearing almost at random. There is a lot of emphasis on environmental interaction, with wildlife being generated and entire mountains being scalable at once. In TLOU, you get a couple of streets or confined areas with set AI. Don't get me wrong, the game is a masterpiece in terms of story, but lets not pretend ND stumbled upon the Holy Grail of game engines.

You want to talk about the technical demands of a game, yet you have no experience how these games are designed and what is taxing on the system in terms of development? Because it isn't something as arbitrary as gameplay e_e.

Please, tell me where TLOU is possibly demanding in any area not called graphics. You yourself said that it "loads the entire game" (which isn't true since the PS3 only has 512mb of RAM), so I'm not sure where I'm ignorant.



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