<?xml version="1.0" encoding="UTF-8"?>
<oembed>
 <version>1.0</version>
 <type>link</type>
 <provider_name>Rainbow Dash Network</provider_name>
 <provider_url>http://rainbowdash.net/</provider_url>
 <title>Matt (zeldatra)'s status on Sunday, 06-Sep-15 17:25:54 UTC</title>
 <author_name>Matt (zeldatra)</author_name>
 <author_url>http://rainbowdash.net/zeldatra</author_url>
 <url>http://rainbowdash.net/notice/3982524</url>
 <html>@&lt;span class=&quot;vcard&quot;&gt;&lt;a href=&quot;http://rainbowdash.net/user/32751&quot; class=&quot;url&quot; title=&quot;MetalTao&quot;&gt;&lt;span class=&quot;fn nickname mention&quot;&gt;metaltao&lt;/span&gt;&lt;/a&gt;&lt;/span&gt; The online component is probably already on the disc and will likely be released with a patch no larger than a gigabyte, as GTA V's was. The next-gen version of GTA V began development even before the last gen version (at 16GB) was released, was worked on by multiple Rockstar Games studios (the largest of which has 360+ employees), and compression technology is not being upgraded so fast that you can drop a 60GB game down to 20GB between GTA V's release in 2014 and Metal Gear Solid V's release in 2015. Metal Gear Solid V: Ground Zeroes, which also had an (admittedly much smaller, probably about half of Los Santos) open world, very high-res textures, one long story mission and about a dozen side-ops and was released around the same time as the next-gen re-release of GTA V in 2014, was only around 4GB. It's not that other developers CAN'T compress their games to a manageable size without losing quality. It's that they AREN'T.</html>
</oembed>
