Loadless
Software concept
After the game reaches the point where the player can actually play, there are no notable pauses for loading thenceforth, anywhere.
14
games
4platforms
Alternate name: Background loading
WIN 2010-05-31
WIN 2010-03
WIN 2015-03-11
WIN 2016-04-27
PS4 2015-03-24
WIN 2011-06-17
WIN 2011-05-16
WIN 2014-09-25
WIN 2018-05-25
WIN 2012-08-24
This tag should not be used on systems that by nature can't have loading breaks, such as cartridge based systems (it requires some effort to make them need loading breaks, thus the presence of loads is more important to note than the lack of). This also implies there's no media swapping or similar during play.
These games may still have loading for new areas, but have obscured them somehow, such as elevator rides, airlocks, hyperspace tunnels, etc.
This also applies to mission-based games as long as they have no loads between missions.
Like with seamless world, fast travel or similar long distance "teleportation" can be seen as acceptable break from this where the game suddenly needs to have the destination available. Meaning, loading when such function is used is acceptable break from this tag.
These games may still have loading for new areas, but have obscured them somehow, such as elevator rides, airlocks, hyperspace tunnels, etc.
This also applies to mission-based games as long as they have no loads between missions.
Like with seamless world, fast travel or similar long distance "teleportation" can be seen as acceptable break from this where the game suddenly needs to have the destination available. Meaning, loading when such function is used is acceptable break from this tag.
The first Loadless video game was released on March 2010.
Murudai, Microsoft Studios and Boss Baddie published most of these games.