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db48x ◴[] No.43772686[source]
[flagged]
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mschuster91 ◴[] No.43772801[source]
To u/db48x whose post got flagged and doesn't reappear despite me vouching for it as I think they have a point (at least for modern games): GTA San Andreas was released in 2004. Back then, YAML was in its infancy (2001) and JSON was only standardized informally in 2006, and XML wasn't something widely used outside of the Java world.

On top of that, the hardware requirements (256MB of system RAM, and the PlayStation 2 only had 32MB) made it enough of a challenge to get the game running at all. Throwing in a heavyweight parsing library for either of these three languages was out of the question.

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bluedino ◴[] No.43773186[source]
Why weren't binary files used like I would expect in the 1990's DOS game? fread into a struct and all that
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1. CamouflagedKiwi ◴[] No.43773954[source]
Easier for internal development. Non- or less technical team members can tweak values without having to rebuild these binary files. Possibly also easier for lightweight modding externally as well.

This isn't that uncommon - look at something like Diablo 2 which has a huge amount of game data defined from text files (I think these are encoded to binary when shipped but it was clearly useful to give the game a mode where it'd load them all from text on startup).