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Loading screen

A loading screen is a screen shown by a computer program, very often a video game, while the program is loading (moving program data from the disk to RAM) or initializing.

A loading screen

In early video games, the loading screen was also a chance for graphic artists to be creative without the technical limitations often required for the in-game graphics.[1] Drawing utilities were also limited during this period. Melbourne Draw, one of the few 8-bit screen utilities with a zoom function, was one program of choice for artists.[2]

While loading screens remain commonplace in video games, background loading is now used in many games, especially open world titles, to eliminate loading screens while traversing normally through the game, making them appear only when "teleporting" farther than the load distance (e.g. using warps or fast travel) or moving faster than the game can load.

Loading times edit

Loading screens that disguise the length of time that a program takes to load were common when computer games were loaded from cassette tape, a process which could take five minutes or more.[1] Nowadays, most games are downloaded digitally, and therefore loaded off the hard drive meaning faster load times; however, some games are also loaded off of an optical disc, faster than previous magnetic media, but still include loading screens to disguise the amount of time taken to initialize the game in RAM.

Because the loading screen data itself needs to be read from the media, it actually can increase the overall loading time. For example, with a ZX Spectrum game, the screen data takes up 6 kilobytes, representing an increase in loading time of about 13% over the same game without a loading screen.[1] Recently, however, more powerful hardware has significantly diminished this effect.

Variations edit

 
Loading screen of the Ubuntu operating system, displaying progress

The loading screen does not need to be a static picture. Some loading screens display a progress bar or a timer countdown to show how much data has actually loaded. Others, recently, are not even a picture at all, and are a small video or have parts animated in real time.

Variations such as the progress bar are sometimes programmed to inaccurately reflect the passage of time or extended during loading; opting instead for artificial pauses or stutters. This can be done in games for a multitude of reasons including encouraging players to engage with exposition during time away from gameplay and providing the player with an immersive transition between scenes. One notable example of this practice being used is for the real-time strategy game Age of Empires, with programmer Greg Street describing his method of timing visual loading queues with appropriate script queues when loading a randomly generated map.[3][4] Other developers describe the necessity of an artificial loading timer despite technical advancement making modern loading times near-instantaneous to allow the player a smooth transition between gameplay segments.[3] This technique also has grounds in the perceived perception of performance denoted by loading times. This perception of loading times can be altered by factors such as the movement of a progress bar.[5]

Other loading screens double as briefing screens, providing the user with information to read. This information may only be there for storytelling and/or entertainment or it can give the user information that is usable when the loading is complete, for example the mission goals in a game, or useful gameplay hints. In fighting games the loading screen is often a versus screen, which shows the fighters who will take part in the match.

Minigames edit

Some games have even included minigames in their loading screen, notably the 1983 Skyline Attack for the Commodore 64 and Joe Blade 2 on the ZX Spectrum. One well-known loader game was Invade-a-Load. Another example is "the shop keepers quiz" in Dota 2 which was more of a game finding screen rather than loading screen.

Namco has used playable mini-games during a loading screen. Examples include variations of their old arcade games (Galaxian or Rally-X or for example) as loading screens when first booting up many of their early PlayStation releases. Even many years later, their PlayStation 2 games, like Tekken 5, still used the games to keep people busy while the game initially boots up. Despite the Invade-a-Load prior art, Namco filed a patent in 1995[6] that prevented other companies from having playable mini-games on their loading screens, which expired in 2015.[7][8][9][10][11][12] Recent EA Sports games have "warm up" sessions. For example, FIFA 11 has the player shooting free-kicks solo and NBA Live 10 has 2-player shootouts, while the game loads. NBA Live 08 features a 4-player general knowledge quiz. The PlayStation 3 and Xbox 360 versions of THQ's MX vs. ATV: Untamed lets the player partake in a free-ride session on the test course.

Cutscenes edit

Some games like a number of Call of Duty titles have cutscenes that give an introduction to the level while the game loads in the background. Normally, when the level is completely loaded, the remaining portion of the cutscene may be skipped. The video may not necessarily apply to what is happening in the level, as Red Faction: Guerrilla sometimes shows news reports foreshadowing events that will become important later on, or that give tidbits about the game's universe.

Music edit

On the Commodore 64, tape loading screens would often feature music in the form of a chiptune making use of the machine's advanced SID sound chip.

See also edit

References edit

  1. ^ a b c Loading Screens essay by Ste Pickford
  2. ^ "Rembrant + Co" article from CRASH issue 4; retrieved from CRASH The Online Edition
  3. ^ a b Contributor, Matt Jarvis; Jarvis, Matt (2023-06-30). "Yes, video game loading bars are fake, indie devs admit". Rock, Paper, Shotgun. Retrieved 2023-09-20. {{cite news}}: |last= has generic name (help)
  4. ^ Piper, Grant (2023-07-14). "According To Tech Developers, Computer Loading Bars Are Almost All Fake". Medium. Retrieved 2023-09-20.
  5. ^ Persson, Samantha. “Improving Perceived Performance of Loading Screens through Animation.” Linnaeus University, 2019. https://www.diva-portal.org/smash/get/diva2:1333185/FULLTEXT01.pdf
  6. ^ "United States Patent #5,718,632". United States Patent and Trademark Office. Retrieved 14 May 2015.
  7. ^ Campbell, Colin (13 January 2015). "A secret slice of loading screen history". Polygon. Retrieved 14 May 2015.
  8. ^ Hoppe, David (9 January 2015). "2015: The Year We Get Loading Screen Mini-Games Back". Gamasutra. Retrieved 14 May 2015.
  9. ^ Sirlin, David (27 February 2007). "The Trouble With Patents". Gamasutra. Retrieved 14 May 2015.
  10. ^ O'Dwyer, Danny. "The Point – The Patent That Gave Us 20 Years of Loading Screens". GameSpot. Retrieved 14 May 2015.
  11. ^ . mentalfloss.com. Archived from the original on 2016-01-29.
  12. ^ Larry Bundy Jr (27 March 2016). "4 Sh***y Patents That Ruined Gaming – Fact Hunt". Archived from the original on 2021-12-15 – via YouTube.

loading, screen, this, article, multiple, issues, please, help, improve, discuss, these, issues, talk, page, learn, when, remove, these, template, messages, this, article, lead, section, short, adequately, summarize, points, please, consider, expanding, lead, . This article has multiple issues Please help improve it or discuss these issues on the talk page Learn how and when to remove these template messages This article s lead section may be too short to adequately summarize the key points Please consider expanding the lead to provide an accessible overview of all important aspects of the article June 2011 This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Loading screen news newspapers books scholar JSTOR June 2011 Learn how and when to remove this message Learn how and when to remove this message A loading screen is a screen shown by a computer program very often a video game while the program is loading moving program data from the disk to RAM or initializing A loading screen In early video games the loading screen was also a chance for graphic artists to be creative without the technical limitations often required for the in game graphics 1 Drawing utilities were also limited during this period Melbourne Draw one of the few 8 bit screen utilities with a zoom function was one program of choice for artists 2 While loading screens remain commonplace in video games background loading is now used in many games especially open world titles to eliminate loading screens while traversing normally through the game making them appear only when teleporting farther than the load distance e g using warps or fast travel or moving faster than the game can load Contents 1 Loading times 2 Variations 2 1 Minigames 2 2 Cutscenes 2 3 Music 3 See also 4 ReferencesLoading times editLoading screens that disguise the length of time that a program takes to load were common when computer games were loaded from cassette tape a process which could take five minutes or more 1 Nowadays most games are downloaded digitally and therefore loaded off the hard drive meaning faster load times however some games are also loaded off of an optical disc faster than previous magnetic media but still include loading screens to disguise the amount of time taken to initialize the game in RAM Because the loading screen data itself needs to be read from the media it actually can increase the overall loading time For example with a ZX Spectrum game the screen data takes up 6 kilobytes representing an increase in loading time of about 13 over the same game without a loading screen 1 Recently however more powerful hardware has significantly diminished this effect Variations edit nbsp Loading screen of the Ubuntu operating system displaying progress The loading screen does not need to be a static picture Some loading screens display a progress bar or a timer countdown to show how much data has actually loaded Others recently are not even a picture at all and are a small video or have parts animated in real time Variations such as the progress bar are sometimes programmed to inaccurately reflect the passage of time or extended during loading opting instead for artificial pauses or stutters This can be done in games for a multitude of reasons including encouraging players to engage with exposition during time away from gameplay and providing the player with an immersive transition between scenes One notable example of this practice being used is for the real time strategy game Age of Empires with programmer Greg Street describing his method of timing visual loading queues with appropriate script queues when loading a randomly generated map 3 4 Other developers describe the necessity of an artificial loading timer despite technical advancement making modern loading times near instantaneous to allow the player a smooth transition between gameplay segments 3 This technique also has grounds in the perceived perception of performance denoted by loading times This perception of loading times can be altered by factors such as the movement of a progress bar 5 Other loading screens double as briefing screens providing the user with information to read This information may only be there for storytelling and or entertainment or it can give the user information that is usable when the loading is complete for example the mission goals in a game or useful gameplay hints In fighting games the loading screen is often a versus screen which shows the fighters who will take part in the match Minigames edit Some games have even included minigames in their loading screen notably the 1983 Skyline Attack for the Commodore 64 and Joe Blade 2 on the ZX Spectrum One well known loader game was Invade a Load Another example is the shop keepers quiz in Dota 2 which was more of a game finding screen rather than loading screen Namco has used playable mini games during a loading screen Examples include variations of their old arcade games Galaxian or Rally X or for example as loading screens when first booting up many of their early PlayStation releases Even many years later their PlayStation 2 games like Tekken 5 still used the games to keep people busy while the game initially boots up Despite the Invade a Load prior art Namco filed a patent in 1995 6 that prevented other companies from having playable mini games on their loading screens which expired in 2015 7 8 9 10 11 12 Recent EA Sports games have warm up sessions For example FIFA 11 has the player shooting free kicks solo and NBA Live 10 has 2 player shootouts while the game loads NBA Live 08 features a 4 player general knowledge quiz The PlayStation 3 and Xbox 360 versions of THQ s MX vs ATV Untamed lets the player partake in a free ride session on the test course Cutscenes edit Some games like a number of Call of Duty titles have cutscenes that give an introduction to the level while the game loads in the background Normally when the level is completely loaded the remaining portion of the cutscene may be skipped The video may not necessarily apply to what is happening in the level as Red Faction Guerrilla sometimes shows news reports foreshadowing events that will become important later on or that give tidbits about the game s universe Music edit On the Commodore 64 tape loading screens would often feature music in the form of a chiptune making use of the machine s advanced SID sound chip See also editSplash screen Title screenReferences edit a b c Loading Screens essay by Ste Pickford Rembrant Co article from CRASH issue 4 retrieved from CRASH The Online Edition a b Contributor Matt Jarvis Jarvis Matt 2023 06 30 Yes video game loading bars are fake indie devs admit Rock Paper Shotgun Retrieved 2023 09 20 a href Template Cite news html title Template Cite news cite news a last has generic name help Piper Grant 2023 07 14 According To Tech Developers Computer Loading Bars Are Almost All Fake Medium Retrieved 2023 09 20 Persson Samantha Improving Perceived Performance of Loading Screens through Animation Linnaeus University 2019 https www diva portal org smash get diva2 1333185 FULLTEXT01 pdf United States Patent 5 718 632 United States Patent and Trademark Office Retrieved 14 May 2015 Campbell Colin 13 January 2015 A secret slice of loading screen history Polygon Retrieved 14 May 2015 Hoppe David 9 January 2015 2015 The Year We Get Loading Screen Mini Games Back Gamasutra Retrieved 14 May 2015 Sirlin David 27 February 2007 The Trouble With Patents Gamasutra Retrieved 14 May 2015 O Dwyer Danny The Point The Patent That Gave Us 20 Years of Loading Screens GameSpot Retrieved 14 May 2015 Random Interesting Amazing Facts Fun Quizzes and Trivia Mental Floss mentalfloss com Archived from the original on 2016 01 29 Larry Bundy Jr 27 March 2016 4 Sh y Patents That Ruined Gaming Fact Hunt Archived from the original on 2021 12 15 via YouTube Retrieved from https en wikipedia org w index php title Loading screen amp oldid 1207519393, wikipedia, wiki, book, books, library,

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