I miss the days when you could choose to stream most of the large assets directly from the CD, because taking up 600MB on your hard drive was too much to ask for.
There are plenty of 8GB games, we need to lower our expectations.
you don’t get 4k with matching textures and pre-lit levels the size of texas for free.
Go back to 8GB and 3-4 year releases
Is that the new Minesweeper?
Veeeeery large text adventure game.
Animal Well is like, 40Mb
It’s great though. Every time I figure something out in that game I feel like the greatest MFer in the universe, and the rest of the time there are cute animals. And it was made by a single unhinged man. Top shelf, game of the decade.
Now give it to me in 3.5" floppy disks.
I wonder if we put serious effort into it how many GB we could fit on 3.5" media
Let’s see… 1.44MB per floppy… carry the two…uhhh 0.14% of a GB, sir.
Some of the biggest archives around are on magnetic tape if I remember right.
This is how I felt with bg3. Like I know there’s a lot of little assets for every bookshelf and basket type you have to click on incessantly, but…150GB for a third person isometric? Is every book ready for rendering at 8k or something?
it’s a game with an insane amount of dialog and narration, with branching stories. that’s a lot of audio. people underestimate how much voice acting adds to the size.
also this is not a old-school isometric game with prerendered assets converted to 2d backgrounds and sprites; it’s fully 3d, and it uses closeup angles for dialog and cut scenes so the textures should be geared towards that while regular isometric games can get away with lower textures because they keep the camera distant from the assets at all times.
I think it’s probably the gargantuan amounts of super hi definition audio that do BG3.
It’s not isometric though, the camera can be controlled, zoomed in/out/rotated, and it has a full 3d world. And it’s huuuuge. Don’t get me wrong, I don’t think any game should be that large, but BG3 has at least some justification for it.
I don’t even think the world is that big. There’s just a lot in it.
I did try to google the size of the map, but got a horseshit AI slop answer that wasn’t based on any kind of reality.
Is it maybe voice files etc for all the potential branching storylines and conversations that can happen? It’s such a spiderweb of branching storylines that I’d imagine it can take up a fair whack but I genuinely dont know jack shit, just spitballing.
it definitely is significant. that game has insane amounts of voice work and voice audio takes a lot of space. it used to be a huge problem with physical media
Killing floor 1 is only 6gb. Just saying…
Meanwhile, I’m play FreeDoom 1 and 2. Maybe 70MG installed for both?
70 megagrams?
Yep. Hardly any space needed at all.
Whilst the performance needs improving, Last Epoch is something like 20gb
Go compare that to an ARPG like PoE2 or D4…
They do. I am currently playing CDDA with a folder at 987MB, most of that is the save folder at 523MB. You should stop buying games that are so large if you don’t like it.
Sekiro is only 13GB and I think that’s very neat
I’m sorry, but I just need to come out and say it.
Sekiro is a good game.
You absolute fools, I have been lying the whole time!
It’s a great game.
Absolutely bamboozled
I redownloaded Stardew Valley last night and was amazed to find it’s still less than a Gigabyte.
I know it’s not the same as a hyperrealistic 3D game, but I’m still amazed at how much stuff he keeps adding, but it hasn’t even scratched a GB.
Pixel art is very space efficient. Thats how pixel art originally came about, back when computers/consoles/cabinets didn’t have memory for bigger textures, or the capability to even display the full resolution and colour palette of the monitor/tv within the time of one frame.
is that why Minecraft is so popular?
Hehe yeah, the whole game is the size of one objects collection of textures in some other games.
I was shocked to find out that Balatro was like 80 MB to download. You don’t need million-poly models and 8k textures to make an really good game. Granted, yeah it’s a 2D game, but it’s a beautifully-presented one.
Apparently most of that file size comes from localisation requirements too.
whatever you do, don’t look into its code.
It’s basically a single lua file with more if/else/switch nesting than god intended
(unless it was refactored in the last couple months)
If it works it works.
Yeah a lot of games have shit code and always have. Real time strategy “ai” is especially egregious if I remember right.
Why not? On the same way you don’t need amazing art to make a fun game, you don’t need amazing code either. If the game is fun then it’s a success.
agreed, but not the point I was making
balatro: oh dear, oh dear. gorgeous.
yandere simulator: you fucking donkey.
Apparently Undertale works this way as well. All of its dialog is one massive switch statement.
I remember reading undertales code is nightmare fuel.
Animal Well has a 35mb install according to Steam.
Games like that have nothing to prove. The product speaks for itself.
Meanwhile, games that take up 300gb of your disk often do this purposefully. In the case of console games, they know it will monopolize your system. The game usually isn’t even enjoyable, but it’s too big to delete randomly, so you gaslight yourself into committing to it
each cod game also costs around 450 million dollars to make, so i can’t help but imagine that some of the file size bloat is caused by a need to “justify” the budget in some way. because as we all know, 300gb games have so much more game when compared to a measly 60gb game. you won’t be getting dynamically sized horse balls in a game that only takes up 60gb.
is rdr just 60gb?
Aka: CoD. I honestly still don’t understand how people can justify to themselves the $70 price point for each game, or the sheer ridiculous size of the fucking thing. It’s gotta be mental gymnastics, right? Are they really that good that people will overlook the bullshit like shitty launchers and Warzone bleeding into how the games play nowadays?
Their target market is young teenagers who don’t care about that stuff
Animal Well is a staggering work of art on multiple fronts, not least of which is the code golf required to keep its size so small. Incredible game.
Im surprised it’s that much given how simple the graphics are.
Liibraries with their dependencies can take up a fair bit of that space easily these days. I dunno how many would be used in a game like that but that’d be my guess for the space needed.
Absolutely not. Compiled code is small, really small. I’d be surprised if the engine* itself as a whole was more than a gigabyte in size. It’s all about the assets that are included, how badly they’re compressed and how uselessly detailed some of them are.
*The embedded one of course. The editors are unruly beasts that’ll guzzle up your disk space, but then again it’s probably a similar situation…
We’re only talking about 80MB though, at work just the core Grape City Active Reports dlls are 32MB that’s not even including the dependencies (everything seems to use extra system. Dlls on windows). A simple aspx web forms project I’m looking at with maybe 1MB images is still 120MB, granted it’s not optimized or anything and 32MB is from Active Reports
Oops I’m stupid. I didn’t notice this was about Balatro, I lost track of the comment indentation and thought it was a general discussion. Yeah it’s probably the runtime and the other stuff then, my bad…
Game’s size depends on many factors. Besides devs’ laziness or the abundance of inique assets and dupes, I had a fun ride with Vermintide 2 whose devs were able to cut game’s size from 100gb+ to 60gb+ at once because they added all incrimental updates as additional archives and also prefered to have all assets for one level in one place even if they are shared, so it grew out of proportion over the years before they decided to cause a complete asset restructurement and dublicate hunt before the major update. It made players redownload big chunks of the game but resulted in a way less terrifying size to those players they wanted to start it or return into.
Valheim, a massive open world filled with interesting monsters and beautiful stylistic graphics is 1gb
The sun shining through the mist in the forests is incredibly atmospheric…
The models may look like they’ve escaped from a PS1 game, but it knows where it needs the graphical shit.
to be fair, the 4k textures etc take up most of the space in large 3d games. valheim has a low poly and low quality textures style with a lot of repeats. it only looks good thanks to lighting.
with such a design choice you have an unfair advantage over photorealism and large variety.
we should however compare different games of the same style. did they use the 8k ulta detailed Hamburger models or did they actually think about Ressource and space management ?
It’s also, as tons of people have said about the Arkham series, about art style. The Valheim style looks really good because they have incredible artists working on the game.
Just like Arkham Knight is still one of the best looking games I’ve ever seen even though it’s almost 9 years old, Valheim will still probably look just as good the same amount of time later.
Well we had to use the 10k triangle toothbrush model, no two ways about it! (/s/)
I agree. We’re not the first ones to point it out, but theres a strong argument to be made for graphical style over graphical fidelity. Working to achieve a particular stylised choice tends to give a visual medium greater longevity.
There’s a reason why people remember details about Jurassic Park over something like Avatar; or Star Fox over the latest Call of Duty.
Technology has made some things look better over the years, but the things that really get remembered visually are the style choices.
Just because one game takes up a quarter of your hard drive doesn’t make it more impressive than a sub 1 GB game.
That and with stylized graphics you stand a much greater chance of being able to see just what the hell is happening on the screen.