The video discusses the evolution of loading screens in video games, from the early days of cartridges to the present. It highlights how some games have found creative ways to entertain players during loading screens, such as by providing mini-games, tips, or even emotional storytelling. The video also acknowledges the frustration that loading screens can cause and how some games have tried to disguise or minimize them. The creator categorizes loading screens into different types, including those that allow players to practice gameplay mechanics, provide tips and lore, or simply look visually appealing. The video also touches on the impact of a patent filed by Namco in 1995, which gave them ownership of the idea of loading a smaller auxiliary game while waiting for the main game to load, and how this may have limited innovation in loading screen design.
Here are the key facts extracted from the text:
1. In the past, loading screens didn't pop up much because cartridges read information quickly.
2. The time it took to boot up a Nintendo 64 and start playing a game was under 30 seconds.
3. Cartridges had limited storage capacity compared to CDs.
4. Namco filed a patent in 1995 for loading a smaller auxiliary game while the main game loaded.
5. The patent, U.S. 5,718,673, gave Namco ownership of the idea and expired in 2015.
6. Some games got around the patent by loading a small chunk of the main game to allow players to practice.
7. Examples of games that did this include Bayonetta and Rayman Origins.
8. Some games provided skirmish modes that allowed players to practice while the game found a match online.
9. Examples of games with skirmish modes include Overwatch and Rocket League.
10. Some loading screens provided tips and lore tidbits to entertain players.
11. Examples of games with entertaining loading screens include Far Cry 3 and recent Bethesda games.
12. Some games allowed players to interact with the loading screen, such as mashing buttons to dunk on Devil May Cry 3's loading screens.
13. Some games used loading screens to provide a cinematic experience, such as The Witcher 3.
14. Some games used loading screens to provide an emotional experience, such as the audio memories in Shadow of Mordor.
15. Some games had beautiful and atmospheric loading screens, such as the Halo games and XCOM.
16. Some games disguised loading screens as part of the gameplay, such as Tony Hawk's American Wasteland.
17. Naughty Dog's recent games used QuickTime events to disguise loading screens.
18. The Resident Evil series has used door-opening screens as a way to build tension and suspense.
19. The door-opening screens in Resident Evil also help players remember where they're headed.