AFAIK, there is no limit for PSN.
If there is, it must be pretty high. (with R&C's Quest for Booty weighing in at 3GB or something, Burnout being available as a full download at 3GB, etc.)
AFAIK, there is no limit for PSN.
If there is, it must be pretty high. (with R&C's Quest for Booty weighing in at 3GB or something, Burnout being available as a full download at 3GB, etc.)
Well the 350MB limit is for the Live arcade titles not Live altogether. Demos, expansion packs, or Xbox originals are much larger than 350MB.
What do you think is more likely to happen ... the Arcade limit to fall away altogether, or for Microsoft to introduce a new category next to Arcade?
Can't say I have the answer for that. The 350MB limit is there for a reason.
What do you think is more likely to happen ... the Arcade limit to fall away altogether, or for Microsoft to introduce a new category next to Arcade?
but I doubt that really counts all that much, witnessing the size of the demos and xbox originals, to be honest.
If there is, it must be pretty high. (with R&C's Quest for Booty weighing in at 3GB or something, Burnout being available as a full download at 3GB, etc.)
Does the 360 have a publication featuring a demo disc?
Portal: Still Alive on XBLA is around 630MB.
XBlive games are all priced in impulse range, with just a single button click needed to buy them. When someone sees a game they like and start to download it, they are more likely to actually play the demo and buy it if it downloads really fast (hence a 50mb original size), and are less likely to buy it if they put the download in the background and forget about it. In other words, if it takes too long to download and they put it in the background, it's documented that they are now:
A) a certain percentage less likely to actually play the demo at all
B) have lost some of the initial excitement
Both factors affect the sales completion % which in the end is all this is all about. This is all documented and taken into account. I'm sure hardware restrictions came into play as well, but you are also forgetting that broadband speeds are taken into account also. Broadband in the US is kinda crappy, some being only 768kbps download speed even to this day. A 1gb XBLive demo is less likely to be played and bought under these circumstances.
The best scenario to complete the sale is simple. The user seems something they like, they get hyped and start the download. The download progress bar moves really fast so they wait for it to finish and play it on the spot. That's the best scenario, and the original 50mb size catered to that.