What's with games just being fucking huge now for no reason?
40GB 6 hour first person shooters for example.
Is it the new anti piracy?
All the uncompressed pixels.
Tons of spoken dialogue and they force you to download the french, spic, Zimbabwe, german and Latin audio tracks along with english.
>>382535190
Most of the space is generally audio.
The reason for it is that if the audio is compressed it takes more processing power to decompress it so they dont bother compressing it. Or at least thats the reason some devs give.
>>382535587
This, don't underestimate audio files they include in your game nowadays.
Also pre-rendered cutscene.
>>382535190
5 or more language audio, prerendered cutscenes, higher resolution textures, etc.
Were advancing technology (mostly visuals), meaning if games need to look better than they need to be bigger as well. Length of the game has nothing to do with it generally, unless it means it has even more dialogue and cutscenes.
it's all to deliver a faster more robust and reliable gameplay without compromising machenical and hardwartial restrictions which can in a turnaround be a big step back to a step down of the wxisting platform, there moee space allows for less of that.
>>382535190
>>382535663
>>382536983
This. Out of Titanfall's 48GB overall size 35GB (!) was uncompressed audio (in that case, *.WAV) files. Respawn admitted that although they did it to spare resources, the only PC users who *might* notice any difference would be the ones with min req rigs. Disgusting.
>>382535190
> Is it the new anti piracy?
Yeah, basically. Pretty smart.
Why not use MP3?
>>382535190
It's slightly ridiculous but in the end I couldn't really give much of a shit, I've got 100 mbps.
I'd rather they not compress stuff too much than do it badly, and there's a crazy amount of ignorant people handling stuff like this. There have been multiple games (e.g. Telltale) where my enjoyment was lessened because I could tell how badly compressed or processed the audio was, and let's not even talk about pre-rendered cutscenes.
>>382539220
Exorbitant license fees, same reason why you never see decent H264 cutscenes and it's always second-rate RAD video shit.