In the past I remember people used to say that it was due to the low memory that Super NES/PSX/etc. could not store information about something that happened in a game, like a zombie killed and minutes later you return to that spot and it has vanished (instead of the corpse preserved, no matter where you go and what you do).
GTA IV (and countless other games) have the same "issue", if you destroy a specific part of the scenario, say, using the RPG, and comes back later, everything is back to normal (I always thought this was a decision from the creators, either to make an easier game or to make things more convenient for the players).
I want to ask you what is the limitation that prevents a game from remembering something that happened before. Some users said it is technically impossible to accumulate many random "situations" because that would create a very large save file or perhaps it has something to do with the hardware itself.
I don't know anything about this subject, so I hope you can clarify what I am missing.
GTA IV (and countless other games) have the same "issue", if you destroy a specific part of the scenario, say, using the RPG, and comes back later, everything is back to normal (I always thought this was a decision from the creators, either to make an easier game or to make things more convenient for the players).
I want to ask you what is the limitation that prevents a game from remembering something that happened before. Some users said it is technically impossible to accumulate many random "situations" because that would create a very large save file or perhaps it has something to do with the hardware itself.
I don't know anything about this subject, so I hope you can clarify what I am missing.