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Forums - Microsoft - Capcom Granted Special Permissions for XBLA Size Limit

why does there even have to be a limit?



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^^I just explained it in my last post. It's a stupid reason, but a reason nonetheless.



Could I trouble you for some maple syrup to go with the plate of roffles you just served up?

Tag, courtesy of fkusumot: "Why do most of the PS3 fanboys have avatars that looks totally pissed?"
"Ok, girl's trapped in the elevator, and the power's off.  I swear, if a zombie comes around the next corner..."

Good for SF2HD, I know one of the developers was having a hard time making the XBLA and PSN versions equal due to the limits.



There is no such thing as a console war. This is the first step to game design.

I'm just glad it SF2HD was given an exception. I'm definitely looking forward to picking this up when it comes out on XBLA.

There are a lot of good games out/coming out on XBLA though I haven't really bought any. I'm waiting for my MS point card to arrive(should be here in a day or two) then I can finally pick up Rez HD :D




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Me since the games were revealed, the fanboys since E3."

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disolitude -

I think you forget that Microsoft still has the 50mb limit still in place. Microsoft has never let games go over 50mb still without a good reason. Every game over the limit has always had a good reason. My sources about that are actual XBLA devs that still work under the 50mb limit, because Microsoft still wants them to.



Back from the dead, I'm afraid.

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@ mrstickball

I did not know that. Like I knew that Castlevania raised the limit and believe my I cried of joy when that happened.....I assumed that all games after were given the 150 megs rule. I really like games on xbox live.... infact i probably spend more time playing them than actual store bought games as its usually...push start - play 30 mins - turn console off and do something else. I wouldn't be able to get through the intro movie in DMC4 for that much time. :)

In any case, im glad MS is controlling the limit and allowing game size to be looked at case by case basis.



That just seems to make very little sense to me :x Plenty of small developers can use way more space than that for simple things like texture, resolution, and better audio. Plus if you plan on making your game simple enough to fit 150 mb limit, couldn't you just charge less? I mean if they wanted to put MGS4 on XBL at the obscenely huge 50somethin current gigs, they could, they'd also be charging $60 worth of MS points :x The smaller developer doesn't lose at all in that scenario.



From 0 to KICKASS in .stupid seconds.

@ChronotriggerJM

I agree that you and me could make a game which is over 150 megs... so its not the size that matters. Xbox live arcade was meant to have a retro feel. It is not supposed to compete with normal xbox games. Also it is not meant for independent developers to express their creativity and imagination...thats what XNA games will be for.

You will notice that about 50% of the games there are shooters and another 30% are old console and arcade ports. The last 20% are tetris like games. There are only a few games that stick out from that pattern...(My avatar for one) Its an old school arcade...

The best way to control this and make sure companies follow the same idea is to control the game size and review larger games on case by case basis. there is not much you can do with 150 megs in HD and with surround sound...other than those games listed above.

The reason that PSN doesn't have similar size limit amongst other things is because of a serious lack of vision of what their live service offers and where it offers it.



Well I was going to say that as convoluted as the PSN actually is atm, people generally follow suit via different Category's. Theres the Playstation classics, which can be just ports of playstation games regardless of size (these play on the psp also), theres original games like Super stardust, pixel junk, etc etc, then what I'll assume to be PS2 games in a few years times. They place their content more along price than size, if your offering a title (like a classic arcade game) thats simply a port and took 1 person's effort to put it on the network, they generally charge an abysmally small price ($3.99 for Wild Arms ;) ), but for the more original fleshed out games like PJ Monsters or Super stardust they have them placed at around $10, then for a game like Warhawk, which is an active PS3 game, they have that priced at $40.

I get what your saying now with the whole arcade arena type thing, but I just don't see the point of having a size limit :/ If they're going to even add classic games "now in HD!", that kinda defeats the retro feel and purpose, plus it makes it tons harder to slip in original content, much along the lines of Geometry Wars or that monster dungeon game. I mean all in all it's a pretty badass concept to have a category for Arcade style, original creation, and whatever else they put, but I just don't see the point of limiting what devs can do with the title :/



From 0 to KICKASS in .stupid seconds.

Alright...I will digress and agree with you here. You have explained your reasoning clearly and I don't see anything wrong with increasing the size.

However if microsoft does this and Activision starts making tony hawk games on it I will cry bloody murder! :)