Discussion of Crytek's Crysis games
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Remember Dues Ex? The save files were massive. Of course we will be saving our game alot in Crysis...but there is
-A nonlinear story
-Dynamic and reactive enemies who remember the last time you shanked their buddy
-A massive world with no loading points
Is it just me or will our hard drives have a work out? Not to mention a long initial load period. Of course, Crysis will still be worth it all be will it fare so well with less hardcore fans?
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Heh. I saw the title and immediately thought Deus Ex. That game was crazy, though. Each and every single thing that I have seen placed, changed, removed, upgraded, levelled is all saved. Everything in the game is saved. Like... the position of a dead rat.
I don't know. Does it really matter? It really depends on how continuous they want their world to be after re-loading. As opposed to how many gigabytes their savegames will take.
Edit: As for the loading times. Xboxers, whether it gets onto the 360, or not, will hate this. I really can't believe they hated the Fable loading times. I'm expecting something in the realm of Half-Life 2 waitingness. I could leave the computer and make a meal while waiting for that.
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Another example: Oblivion.
It has VERY small save files. I've played 38 hours, save file size = 1,8MB.
And when you compress it with winzip...it goes to 0,590MB
If you know the game, you can just wonder how they did it. If each save was 10MB, I still wouldn't think they're too big.
(of course, some information is lost..but then again, a dead bug in the wild isn't going to be there after a while
)
If they do it properly, the saves aren't too big.
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omg, i remember the deus ex save game file sizes they were mean, i hope that crysis has decent save game file sizes.

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I'll look at this objectively. What do you really need to save?
1) Story position. I assume that it's going to be a sort of story tree, where there is only a certain number of major decisions and each one leads to a different branch. So you only need the position on the tree. Small.
2) Weapons, inventory, upgrades, health, etc. Again, small.
3) Enemies. You save the coordinates, AI state, and enemy number. Small.
4) Environment things. This is really the variable part: it can be really large, or really small, depending on how much detail you want. You could have it save only whether something is destroyed, and the game would just spawn it in a random destroyed position, or you could save its exact orientation and such, which could be... big. I think they'll hit some sort of balance.
I just can't see the save game size being very large, honestly. Less than 1MB for the entire game, possibly increasing as you go to the end of a section, then decreasing again, since you don't need to keep things from the previous and later chapters. All conjecture, though. Tell me if I missed something?
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So, are we sure that the whole game is going to be seamless and fully explorable without the gameplay split into levels and sections? Because if so the game would have to save the whole island every time...which if you think about a huge island chain with every tree, shadow and cloud...it just doesn't make sense.

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My opinion: small and simple=beautiful
[Unlike your old signature =P ~Kizza]
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can someone remind me how big the saves are in Far Cry?
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Dave: Do you think it's necessary to save every cloud? Can someone tell us how TESIV: Oblivion saves the randomly generated forests? They appear to be saved after being generated. And that's quite a bit of forest. I don't think Crysis would need to save forests, either. That's a bit excessive. Other things, probably. But I don't think tree positions are that important as they'd be in the map files.
As for the massive size. Dungeon Siege managed to save things like that. As with Morrowind and Oblivion. They would have ways of separating little sections, to be saved and "activated" independently. They are called "cells" in The Elder Scrolls games.
It's things like these that really make you realise just how little we know about this game.
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Kizza wrote:
I don't think Crysis would need to save forests, either. That's a bit excessive. Other things, probably. But I don't think tree positions are that important as they'd be in the map files.
I thought that you could destroy the forests? what if, say you let rip with a rocket launcher, causing a fire that wiped out an acre of trees? wouldn't you want that to be there if you needed somewhere to land a chopper while under enemy fire? or would you rather have it wiped when you exit the game? I thought Crysis was meant to be seamless and immersive, if so changes to the environment would have to be taken into account.

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The forests in Oblivion are most likely (this is probably the best way to handle it) generated with a seed of some sort. You only need to save the seed and you can generate the same forest over and over again with it. ![]()
As for Crysis, I agree that if you destroy some of the forest, it should remain destroyed. ![]()
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RTsa: Yes, yes it is. It uses SpeedTree RT. My mistake. Though it saves the terrain. I don't know whether it was a seed, or not.
As for saving the forest. If it is generated by a seed, then there should be no problem. But I guess only moved/destroyed trees need to be saved. I meant the parts of the forest that were as they were in the map file should not need to be saved. Just any changes that may have happened.
I think I read somewhere that Crysis will still use save points for autosave, just like Far Cry. Can anyone verify this?
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Hmmm...
I may have to rescind on my comment of no loadpoints (I think I read it from the Edge scans) but I really am not sure now.
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I hope it has quicksave.
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...It will probably save "spawns" for models and such, it would be a text file basically, It doesnt need to save the actual models themselves..1meg tops I reckon.
We'll see.
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I wouldn't mind if savefiles were huge, if they really store all the previous destruction, current daytime and weather and those small things that enemies and friends remember they must be quite big. And for the quicksaving, I liked the FarCry idea of checkpoints but it didn't work that well..I remember it saving during combat all the time so I used the quicksave consolecommand instead ![]()
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