skeletonbow: - Larger quantity of video content, both cut-scenes and possibly other FMV usage.
- Higher resolution of video content - full HD and/or 4k for example, with lower compression ratios for higher quality.
- Larger quantity of voiceover content, music
- Higher quality audio, possibly using 192kbit/24bit audio, possibly including surround sound as well.
- Larger game worlds, in particular for huge open world games. Requires more data storage.
- Larger high-resolution textures with lower compression ratios for higher quality graphics.
Is it still common in games to use FMV for cutscenes? To me it seemed ever since PS3/XBox360, it became more common to use the game engine for cutscenes (instead of prerendered stuff or even live actors), and I would have expected that to decrease game sizes somewhat... but apparently not.
I presume merely increasing game graphics resolution in itself does not increase game sizes (e.g. System Shock 2 didn't become bigger even if I ran its graphics in ultra-high resolutions), but the related things like more detailed polygon models, more detailed textures etc. do that.
About the larger game worlds especially in open world games (which of course COD is not part of I guess), that's the part I am wondering, is there some practical limit? Let's say that in Witcher 3 it took CDPR 3 years to create 50 detailed cities. Then one could think that ok, creating 500 similarly detailed cities would take 30 years, so I guess we won't be seeing such games because they'd simply take too long (and be too costly) to create. Of course game creation tools get better over time but the thinking is still there.
I presume we can't expect game worlds just to become ever-increasingly bigger and more detailed (hence games becoming bigger just because of that), but there will be some practical (fuzzy) limit? Games like No Man's Land use some tricks to create lots of worlds/planets (procedurally?), but I presume those don't increase game install sizes similarly.
skeletonbow: Many games are creating larger than ever worlds that make use of larger amounts of unique graphics/textures so there is less "cookie cutter" effect of reusing and repeating the same graphics over and over again.
This also. I presume there must be some practical limit, e.g. you can't expect even an AAA development team to create e.g. a trillion detailed and unique textures for just one game.
I guess Quantum Break is kind of a special case in these ever-expanding games, as it is apparently a full TV series put into the clothes of a game? So I guess it is mainly the sheer amount of HD (and 4K?) video content that increases its size.