Sony hate thread

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Two reasons. First, Naughty Dog asked them to to free up a little bit of RAM for what they were working on at the time,
Why would that matter? It’s not like the boot screen is loaded for the entire game’s duration.
and second, Sony lost rights to the Spider-Man font.
Too bad they couldn’t just, you know… switch to a different font.
 
Boot screens now are just a still image of whatever video game you're loading.
Fun fact: Namco patented the concept of having interactive loading screens (i.e. playing a mini-pacman board while the real game is loading), and so until that patent expired a couple years back loading screens had to remain essentially static. They could be animated, but making it actually interactive was patented. Symphony of the Night was treading on thin ice by making the "Now Loading" graphic wiggle and wobble if you moved the sticks while it was on screen.

That patent's expired now, but developers have been slow to add interaction to loading screens. In fact, there's little-to-no interest in doing it now. Plus it's just "yet another thing" to add to a game, so today's modern lazy-ass developers probably don't want to add it to the pile.
 
Fun fact: Namco patented the concept of having interactive loading screens (i.e. playing a mini-pacman board while the real game is loading), and so until that patent expired a couple years back loading screens had to remain essentially static. They could be animated, but making it actually interactive was patented. Symphony of the Night was treading on thin ice by making the "Now Loading" graphic wiggle and wobble if you moved the sticks while it was on screen.

That patent's expired now, but developers have been slow to add interaction to loading screens. In fact, there's little-to-no interest in doing it now. Plus it's just "yet another thing" to add to a game, so today's modern lazy-ass developers probably don't want to add it to the pile.
Didn't Assassin's Creed 1 and an NBA Live title have interactive loading screens? Why even patent such a cool idea?
 
Fun fact: Namco patented the concept of having interactive loading screens (i.e. playing a mini-pacman board while the real game is loading), and so until that patent expired a couple years back loading screens had to remain essentially static. They could be animated, but making it actually interactive was patented. Symphony of the Night was treading on thin ice by making the "Now Loading" graphic wiggle and wobble if you moved the sticks while it was on screen.

That patent's expired now, but developers have been slow to add interaction to loading screens. In fact, there's little-to-no interest in doing it now. Plus it's just "yet another thing" to add to a game, so today's modern lazy-ass developers probably don't want to add it to the pile.
I miss Splatoon 1’s gamepad minigames while waiting to join a server. They were genuinely fun, and on more than one occasion I found myself wishing the game took a little longer to load.
Didn't Assassin's Creed 1 and an NBA Live title have interactive loading screens? Why even patent such a cool idea?
I think the patent was specifically for minigames, and it’s why so many games had some sort of combat/controls test in their loading screens.
 
Didn't Assassin's Creed 1 and an NBA Live title have interactive loading screens? Why even patent such a cool idea?
There was a really thin line between what was allowed and what wasn't. If memory serves, the patent covered only minigames, not "all interactivity." So you could (with a bit of risk if Namco decided to get nasty) do "interactive" stuff, like allowing a character to run around or letting the player move the camera around a model or something, but you weren't allowed to make a game out of it. i.e. it had to be aimless, not "race to the finish!" or "collect bananas for points!" to avoid infringing on the patent.

As for why patent it? Because video game companies tend to be total cunts.

What about Ridge Racer?
That's Namco. They held the patent.
 
Still, they knew what they were doing
What? They held the patent, and they made games that used it (including this one). Of course they knew what they were doing -- they "invented" the idea and had a legally exclusive right to use it.
 
What? They held the patent, and they made games that used it (including this one). Of course they knew what they were doing -- they "invented" the idea and had a legally exclusive right to use it.
I never bothered to look into it but it was said that Sega had the patent for that sweeping change of perspective from first to third person that they used in Virtua Racing.
 
I never bothered to look into it but it was said that Sega had the patent for that sweeping change of perspective from first to third person that they used in Virtua Racing.
But didn't Sega do that with Daytona USA just a couple years prior?
 
Virtua Racing was before that and shared the hardware platform with Virtua Fighter 1, you're probably thinking about Sega Rally.
Still, it seemed pretty weird to realize that Virtua Racing came out prior to Daytona USA
 
Nah, just look at how they look.
Well, Virtua Racing was... ambitious for the time, especially for 1992 standards, and it does make way for good vaporwave/synthwave material. I'd say it looks way, way better than what Tengen did with Hard Drivin'.
 
Well, Virtua Racing was... ambitious for the time, especially for 1992 standards, and it does make way for good vaporwave/synthwave material. I'd say it looks way, way better than what Tengen did with Hard Drivin'.
Absolutely. A game that most people haven't heard of is Namco's Winning Run from 1988, a fully 3D racer similar to Virtua Racing.
winning-run-a.jpg
Except it fucking sucks ass, one of the few arcade machines I eventually just walked away from. Boring and too easy.
 
Absolutely. A game that most people haven't heard of is Namco's Winning Run from 1988, a fully 3D racer similar to Virtua Racing.
View attachment 5635240
Except it fucking sucks ass, one of the few arcade machines I eventually just walked away from. Boring and too easy.
That must've been impressive as hell in '88 when home consoles were still stuck in the 8-bit era.
 
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