Earlier quoted context omitted.
Games specifically primarily take up space due to art assets. A high fidelity modern AAA game full of thousands of 4k+ textures, super-high-poly models, detailed animations, and hours of high quality audio is going to take up a lot of space. There are certainly optimizations to be had, but there's no way a 60GB+ game today would ever fit on, say, a DVD, at the same level of fidelity while maintaining the same player…
> but there's no way a 60GB+ game today would ever fit on, say, a DVD, at the same level of fidelity while maintaining the same player experience. I mean, you could make a modern open-world game where all the textures are procedurally generated from set formulae, ala https://en.wikipedia.org/wiki/.kkrieger . It might even load quickly, if the texture generation algorithms were themselves parallelized as compute shade…
In fact, games are one of the few areas where all those compute/storage resources in private PCs are mostly justified.