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IcaroRibeiro said:

You're vastly overestimating the amount of data necessary to store the buildups. The information needed to load the buildups is not huge it's actually very tinny

the RAM necessary to concretely load the assets in the enginee in other hand is big, but the workload to load them js just as big as of any construct made by the dev team. The key here is how costly the assets are for the engine to handle. A game like Zelda has assets with little detail and graphical fidelity, so there is a finite number of items necessary to fill whatever is the space the engine loads in your face, i.e. Give PS5 RAM to Switch and it will load everything you put o the game without much trouble

Of course players could overload the map with designs and turn the game an unplayable mess, kinda like an infinite Kakariko Village, but that's players decision. For instance I have filled my Animal Crossing island with so much furniture that it failed to load the assets seamlessly eventually. This is fixed with enough RAM.

So while theoretically it's an unsovable problem, in practice it's not. Indeed I truly believe that even on the tinny Switch TOTK could actually save the constructs you made and leave them as they are. But they avoided because iit because first it mess deeply with saving files structure and probably needed to rework all the code related to how the assets are loaded and handled, I could only imagine the nightmare of reworking the core engine all over again for such small feature 

Could also understand  the a nightmare to test the consequences of this on map and game design, urgh

Here is the problem in what you posted here the debate is not about how big the data build up is at a time when you load up it's about the culmination of everything over time in a playthrough especially in huge dynamic worlds. The build up over time to keep things permanent is always going to hit a limit the is no way around this you've effectively repeated the more ram answer which I've highlighted the flaw with the bathtub analogy a bigger bathtub doesn’t remove the being a limit before the water starts overflowing and in games where people are going to put hundreds of hours into it will happen.

This problem has been solved but at the cost of full permanence ever being possible.