Developing interactivity is effort and an investment. Most developers put up a simple loading screen, maybe some text like rotating tips, and a loading indicator. Until 2015 a patent on interactive loading screens may have made developers and publishers cautious and decide against developing interactivity.

High Hell, released in 2017, features fast gameplay, short levels, and interactive loading screens. (Linked Clip) (High Hell Steam page)

What’s the best kind of loading screen? Do you have examples of good or bad interactive loading screens?

  • Malix@sopuli.xyz
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    2 months ago

    Dunno if it is good or bad, but Warframe has this loading screen where you see players’ ships and you can steer them a bit. No real point to it, but at least it’s something to do when waiting for someone to load in.

  • 📛Maven@lemmy.sdf.org
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    2 months ago

    Splatoon 1 let you play five different minigames on the wii u pad, including a pretty solid rhythm game, while waiting, nothing else has come close for me

  • authorinthedark@lemmy.sdf.org
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    2 months ago

    the worst kind of interactive loading screen is one that is fun on a game that loads quickly.

    This is of course a problem that should only be complained about and never fixed, please don’t make your game load slower just so that i have enough time to press buttons

  • all-knight-party@kbin.run
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    2 months ago

    Disgaea 3 on the Vita had a loading screen with a prinny spinning like a ballerina. If you tilted the Vita the accelerometer would make him slide across the screen accordingly, like a spinning top