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Veknoid_Outcast said:

I'm still struggling a bit with how SSD will revolutionize level design. I get that developers will no longer need to design "staging" areas so the next big section can load, or bother with black loading screens during fast travel.

But what kinds of new designs will we see as a result of this shift, that don't already exist? Or is this not about new designs, but allowing cutting-edge graphics, long draw distances, and seamless open worlds to exist simultaneously?

I am genuinely curious about this, so I appreciate your thoughts!

Don't forget the removal of corridors/stairs, more enemies on the screen, persistent worlds. But yes no one really said how it will revolution it yet.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."