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DiGRA
This paper proposes a taxonomy for understanding the design qualities of video game loading interfaces and processes, a topic it argues has received little critical attention despite its ubiquity. Grounded in an archaeogaming perspective and an interface study of 139 games selected through convenience sampling, the work contends that loading design evolves in response to hardware constraints and the tension between players' desire for richer, higher-fidelity experiences and their impatience with waiting. It frames this as a "loading dilemma," tracing how storage technologies from cartridges through optical discs, hard drives, and solid-state drives have reshaped the trade-offs designers face, and it draws on the widely cited threshold that delays beyond roughly 240 milliseconds feel unresponsive.
The taxonomy is organized around four scales: hypermediacy versus transparency, non-diegetic versus diegetic, passive versus interactive, and pedagogic versus misdirection. Hypermediated loading, such as screens displayed during fast travel or time transitions, orients players much as a theatrical curtain does, while transparent loading conceals waiting through level design devices like air locks, fog, and lower-detail rendering. The authors note that transparent approaches are becoming more feasible as hardware gains memory, citing faster sailing in The Wind Waker on Wii U as an example. The evolution of loading screens from passive downtime to interactive minigames is also traced, with Commodore 64 titles identified as early pioneers and Namco's 1998 patent on "auxiliary games" marking a formal milestone.
Applied to case studies including Mass Effect, Mass Effect 2, Resident Evil 2, and Assassin's Creed, the framework yields a central finding: presentation shapes player tolerance more than raw duration. Mass Effect's transparent elevator loading drew criticism for its length, whereas Mass Effect 2's hypermediated screens of similar duration were accepted more readily. The analysis also shows how misdirection and narrative framing can transform waiting into genre-specific play moments or pedagogical value. The paper's bibliography, drawing on academic game studies, press coverage, patents, and technical documentation on shader pre-caching and level-of-detail rendering, supports these conclusions.
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Bandai NamcoCompany · Japan · founded 1950 · 124 documents
Mass EffectGame · BioWare · 2007 · 46 documents
Mass Effect 2Game · BioWare · 2010 · 5 documentsEach row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
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