Post by leunas on Dec 15, 2006 4:13:13 GMT -5
Given the 50 MB limit file size for games on XBLA, we could only imagine traditional developers shouting at Microsoft, "WTF! That is so small!" While the allotted size is indeed quite minimal, the scenario at hand is not really something we'd call WTF. After all, a good number of small scale developers have proven that there's actually a work-around to this little obstacle.
RoboBlitz, for example, is one of the more anticipated titles to come out from XBLA. It actually went live last week and fans can get it for 1200 MS points. As expected, the game came at par with some X360 launch titles, and even exceeding Xbox ones. Online site What The Geek gives its accolades for the game:
Naked Sky was able to make a game that visually stacks up against high end Xbox games, fits snugly within that 50MB size limit. A game of this visual quality that utilizes the Unreal Engine 3 (You know, the one that powers Gears of War) would have taken at least a gig or two of disc space just a few short years ago.
Quite true, huh? Actually, developer Naked Sky used a programming software from Allegorithmic. This program utilizes a technique called procedural texture, that intends to create a realistic representation of natural elements. And so in the end, does size matter? Of course, it does. But is the word size always equal to massive? Not necessarily. Their conclusion reads:
Instead of larger optical discs for retail games, devs could utilize these methods to pack 25 gigs worth of game into 9 gigs worth of space. My prediction for the next console cycle (PS4, Xbox 720) is that optical discs will go the way of the dinosaur. Larger, less expensive hard drives and smaller games will take their place.
Well, to be quite frank, what more can we say? Those guys actually have a point, don't you think? This belief, as you might not be aware of, is also being held true by some key people across the industry.
feeds.feedburner.com/~r/qj/xbox/~3/61338755/76211