Shifty Geezer said:
So i don't know how much recording of destroyed scenery we'll have, and netiher do I see where a MemStick couldn't offer the same functionality (though with the same problem of needing available space, doh!)
To cite an example and augment to your point, I think the Bauldur's Gate and Champions of Norrath series serve as interesting examples of how a lot of "history" can be maintained in a game, stored in a game save, and not require the brute resources of a HD. It may not be as extensive as the most extensive example you can think of, but it does attempt to uphold the theme commendably. Dead enemies remain dead where you killed them for the entirety of the level and sometimes the entire game. Structures/objects that have been destroyed also remain consistent (though are less pervasive, perhaps). Granted, there are instances where a level is cleared and respawned, but this comes from a decision of how the storyline goes, not what is/isn't possible with the game design.
The game saves are larger, but still remain in suitable for typical memory card capacities. Upon examination of these files, when used with game file compressor, even then these larger files contain quite a bit of bloat. Compressed size often ends up 20% (and sometimes even less) of the original file (mind you, that means 80% or more savings, not 20). That's a lot of saved space if a developer bothers to expoit it in the way game saves are implemented. Out of all gamesaves I've compressed, never was the compressed size no better than the original (suggesting the developer did a good job with a thrifty gamesave routine). A great deal of bloat always exists, even with the relatively tiny gamesaves (which you wouldn't normally worry about, anyway).
So what was all this to mean? HD's are not necessarily as crucial as they are made out to be for games that need to "remember" their state. A lot of history
can be saved, and quite a bit more information can be stored in a simple flashcard than most are aware of (and there is online storage that has yet to be explored). I fully admit that one could point out certain games that could really use HD-level storage, but at the same time, many games could surely be implemented w/o, while still featuring a considerable degree of "history preservation". Most of all, it's not so easy to just point out games that use the HD and then conclude that it could not run any other way w/o one. One simply cannot make conclusions like that w/o knowing what and how information is getting stored, beyond the simple acknowledgement that, "yeah, this game uses the HD to store levels and stuff".