Remember: Skyrim is the automatic Game of the Year.
Any legitimate criticism for it is henceforce discarded. Just because...uh, the hype-train says so.
...I kid, I kid!
My usual sarcasm aside, this is...actually understandable. I did do a bit of Morrowind mod work back in the day, and as I understand, the underlying save-file architecture is still mostly the same for Oblivion, Fallout 3, and (allegedly*) Skyrim.
Based on what I know from my experience with Oblivion and Morrowind:
So in a fit of comedy, the limitations of the ancient Gamebryo Engine have finally choked the highly-touted Cell-based architecture of the PS3.
*(I thought Bethesda said Skyrim's engine was going to be brand new and from id Software? What did I miss?)
Any legitimate criticism for it is henceforce discarded. Just because...uh, the hype-train says so.
...I kid, I kid!
My usual sarcasm aside, this is...actually understandable. I did do a bit of Morrowind mod work back in the day, and as I understand, the underlying save-file architecture is still mostly the same for Oblivion, Fallout 3, and (allegedly*) Skyrim.
Based on what I know from my experience with Oblivion and Morrowind:
The positioning data for each and every object in the game will have to be saved if it's moved out of the default position. Otherwise, this opens the door for a whole slew of problems including:
1) Item loss (things you stole/found/kept teleporting back to their original position)
2) Duplication abuse (reselling things by exiting the game and reloading)
And there are THOUSANDS of objects in the game, all requiring an equilibrium level to start from (before the physics engine takes over). A simple vector based checksum limits the file size from getting too large (if an object is moved out of its original/on-disc-coded position, then its new position gets saved to the character's file. otherwise, it gets ignored), and is checked every time the player enters a new region or indoor zone.
But it gets worse. Random loot occupies placeholders, and isn't actually generated until the player interacts with its container.
So for randomly generated loot, each item will need its own item coding, since it had no specific default position in the coordinate place.
(that silver sword you found in a chest at the end of a cave could have been generated variably elsewhere, and actually isn't acted upon by the physics engine until it's placed or dropped; compared to the steel dagger you find on the captain's desk, which is static for every game).
Now factor in the number of items a player is likely to interact with (even if it's just hauling it all to the shops for cash) over the course of the game, and you can see how quickly that save file will grow.
Save files like that need to anticipate sizes beyond the range of APIs alone.
PCs could use virtual memory ("page-files") from the hard drive to account for this, which is how one could actually run Morrowind on comparatively little RAM back in the day (the save file size is similarly massive; remember, this isn't graphical data, *just positioning data*. The scale of each game is about the same, with the potential for nearly infinite amounts of generated loot).
Due to my lack of experience with the 360's architecture, I'm unsure if the 360 does something similar, though based on the article, I must assume it does since it doesn't have enough RAM to move a raw file size that big either.
1) Item loss (things you stole/found/kept teleporting back to their original position)
2) Duplication abuse (reselling things by exiting the game and reloading)
And there are THOUSANDS of objects in the game, all requiring an equilibrium level to start from (before the physics engine takes over). A simple vector based checksum limits the file size from getting too large (if an object is moved out of its original/on-disc-coded position, then its new position gets saved to the character's file. otherwise, it gets ignored), and is checked every time the player enters a new region or indoor zone.
But it gets worse. Random loot occupies placeholders, and isn't actually generated until the player interacts with its container.
So for randomly generated loot, each item will need its own item coding, since it had no specific default position in the coordinate place.
(that silver sword you found in a chest at the end of a cave could have been generated variably elsewhere, and actually isn't acted upon by the physics engine until it's placed or dropped; compared to the steel dagger you find on the captain's desk, which is static for every game).
Now factor in the number of items a player is likely to interact with (even if it's just hauling it all to the shops for cash) over the course of the game, and you can see how quickly that save file will grow.
Save files like that need to anticipate sizes beyond the range of APIs alone.
PCs could use virtual memory ("page-files") from the hard drive to account for this, which is how one could actually run Morrowind on comparatively little RAM back in the day (the save file size is similarly massive; remember, this isn't graphical data, *just positioning data*. The scale of each game is about the same, with the potential for nearly infinite amounts of generated loot).
Due to my lack of experience with the 360's architecture, I'm unsure if the 360 does something similar, though based on the article, I must assume it does since it doesn't have enough RAM to move a raw file size that big either.
So in a fit of comedy, the limitations of the ancient Gamebryo Engine have finally choked the highly-touted Cell-based architecture of the PS3.
*(I thought Bethesda said Skyrim's engine was going to be brand new and from id Software? What did I miss?)