Storage media lab ready.
MEDIA LAB 20 · STORAGE + PLAYER EXPERIENCE
HOW GAMES FIT
AND LOAD
Put cartridges, discs, hard drives, game cards, and an SSD on the same museum bench. Compare what each one can hold, how quickly it can deliver an example, and what the player actually sees.
Pick two to four objects for the race
Select an object to compare it and make it the current player-experience example. CD, DVD, and Blu-ray keep the same disc silhouette on purpose.
Four kilobytes to one terabyte
Triangle marker: 3.8 GB game. Horizontal distance is logarithmic, so every major step represents much more data than the one before it.
Choose a scenario, predict, then reveal
Compare a DVD read with an internal cache and newer local storage.
200 MB track at 5.5 MB/s plus start or seek delay.
200 MB track at 20 MB/s plus start or seek delay.
200 MB track at 120 MB/s plus start or seek delay.
200 MB track at 3,500 MB/s plus start or seek delay.
The animation compresses long waits logarithmically; the printed time is the comparison. Formula: start or seek delay + data needed now ÷ representative read rate. A game must fit before it can race.
Storage becomes something the player sees
Hundreds of megabytes enable recorded audio and video, while seeking and reading often produce a dedicated loading screen.
The object changes; the wait changes differently
MEMORY-MAPPED
BANK WINDOW
SPIN + SEEK
LASER + TRACK
DENSER TRACK
CACHE + SEEK
BLUE LASER
PLATTER + HEAD
FLASH BLOCKS
FLASH + PCIE
PACKETS → LOCAL
Choose the least overpowered match
Instant classic
Ship a complete 4 KB game on removable 1970s hardware with essentially no bulk-loading screen.