Does it make sense to try to offload a large nonlinear level into file-based chunks, and load those on demand? We've implemented level chunking to improve rendering performance, but still all level objects are persistent in RAM.
If yes, then how do we keep the illusion of a living/changing world? Since the level is not linear, but rather like a world in itself, we cannot just pretend that whatever one's gone through is gone forever.
Is it a better idea to make the levels complex enough, but also optimized enough to be always persistent in memory, but implement micro/macro jump points which allow one to jump to a totally distant point (i.e. a whole new level), thus forgetting about the world consistency, and the illusion of a changing world. Also, this would allow us to follow a slightly linear story in a seemingly non-linear world. It would be possible to just apply a new state to the existing state of a "distant" level, if we are to bring the player back to it.
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