How do adventure games make the entire game seamless?

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In many games, even from PlayStation 2 era, the games usually looked like it was a continuous map from start to finish. Take God of War, for example. From start to finish, we are going further on the same path. A lot of modern-day games do that too.

Is it really a continuous map? Do stages change during cutscenes and for us, it looks like it’s just one long map from start to finish?

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Anonymous 0 Comments

I have no idea how god of war specifically did it but in many games of the time you basically had smartly placed areas where you could just not see outside and it would unload stuff behind you and load stuff ahead of you… goes for games like GTA i think halo did it too.

In GTA vice city for instance you can see other tricks at work.. obviously you cannot hide the whole city when in a helicopter or when looking at a skyline, for instance the map far away is just really low quality and then when you fly or drive close to a building it would load the details in…and cars and such.

Games like metroid prime had doors for that reason because they couldn’t find a seamless way to unload rooms. So in metroid prime you only ever load 2 rooms, the last one and the one you are in. Smart enough devs usually place corridors into major areas so you’d never notice that the whole large area behind u just unloaded behind the door..while the 2nd area loaded is usually a corridor which takes few ressources…open world games do something really similar just they use surroundings to the player to load stuff in

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