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?

  • Kissaki@beehaw.orgOP
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    7 months ago

    That sounds like great game design. Using the loading screen as an extension of the game direction and concepts, adding to it.