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 which includes 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, where programmer
Greg Street describes his method of timing visual loading queues with appropriate script queues when loading a
randomly generated map. 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. 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, such as mission goals or useful gameplay tips. In
fighting games, the loading screen is often a versus screen, which shows the fighters who will take part in the match.
Minigames 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 loading screens. Examples include variations of their old arcade games like
Galaxian or
Rally-X 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 that prevented other companies from having playable mini-games on their loading screens, which expired in 2015.
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 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 give tidbits about the game's universe.
Music On the
Commodore 64, tape loading screens would often have music in the form of a
chiptune making use of the machine's advanced SID sound chip. == See also ==