i thought this is obvious. SSD will be the standard baseline, as such developers can create games without 'data streaming issues' associated with platter drives.
PC users might have been using SSD to boot their OS or running games on it but let it be known, games, even games exclusively on PC, were not developed with SSD in-mind because well, the majority of PCs are still running on platter disks.
do you understand what 'baseline' means?
I posted 2 examples where devs didn´t change anything in their games to address HDD´s low speeds now that HDDs are the baseline, so what makes you think they will now do so to take advantage of SSDs when those become the baseline? Why will disk access speed suddenly become such an important factor?
You're not understanding. Those are games that were designed to account for slow loading, but the fact is, consoles load slow for what they're trying to do. You can only duplicate so many assets.
No, they weren´t. In fact they were designed in a way that forced you to be loading content from the disk a lot of times, that´s why there are many complaints about this aspect for both of those games.
The fact that they have so many loading screens is because they have a lot of stuff to load for what they want to do. Bloodborne could have just not had a hub world, but that's not what FROM wanted to do. But that kind of extends beyond "designing for your hardware" into "completely changing your game's core experience loop," which they probably felt the load times were worth experiencing in order to have.
But that´s precisely what people are saying that will happen now, that devs will design their games to take advantage of the fast access speeds. Yet you yourself are declaring that this is not the case now in Bloodborne: That game should´ve been designed with HDD limitations in mind. It even has the advantage of being exclusive for PS4 so it should´ve been able to take advantage of specific characteristics only available in PS4. But we got a game with frequent and extremely long loading times. So tell me, why should we think that From will design their next game with this in mind? Surely, loading times will be reduced because SSDs are faster, but if for example you force a central hub or a big spread world with quick travel you´ll still be forcing a considerable amount of loading screens. From have already shown that is not something they consider when designing their games, no matter the baseline, even when designing exclusively for a single platform, so we shouldn´t expect any more advantages than those directly related to the intrinsic capabilities of SSDs.
They will because it will become standard .
Of course not every dev will take full advantage of SSD but that goes for everything else also .
Also BB still had to work with the slow HDD in the PS4 it being exclusive don't change that .
Plus SSD are the future they going to have to upgrade there engine at some time or the other .
Again, look at BB. It was developed exclusively for PS4, yet the design didn´t consider for a second the slow access speeds of HDDs in the game´s design. The standard is now HDDs and we have many games that don´t consider the slow speeds of HDD by forcing the game to load frequently.
With next gen, the standard will be SSDs, ok. But why will devs take into account loading strategies if they aren´t doing it now when it is much more critical? I see it more probable for devs to keep doing what they´re doing and just use the wider bandwidth to stream more or more-intensive content, to a point that it may even get to offset the speeds of SSDs so we ultimately get a similar experience to what we have now (this is elucubration on my part). No new design principles will be developed to change how games load content even if the new standard are SSDs.