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Nope. Source textures are usually real-life samples, taken from very high rez photo sources. They are photoshop'd some and then downsized to fit within the console's texture memory budget.

3D modelling tools generate loads and loads of polygons. The newbie artists make the models, and then the experienced (read: expensive) artists tone them down to fit them on the console in question.  The smaller the console's memory budget, or poly performance budget... the harder (not easier) it is to make it look decent.

Making 3D art is an art form, and the more expansive your canvas is, the easier, not harder, it is to make something look good.

 

3D rendering technology -- i.e. using all the fancy shaders, etc. available on the newest platforms, it where the expense comes in.  I suppose you could claim that any JRPG which pushed performance limits definately would cost more, thanks to additional engineering expenses, mostly.  But... JRPGs are not usually that advanced.  They are story telling mediums, not twitch games.

Very well suited for the Wii, although not necessarily cheaper to make for the Wii, especially if you go nuts with production value, like S-E is with FF XIII.  They could do that on the Wii too, if they wanted, but they won't at this point.  They'd have to make a whole new Wii engine, which, as I stated, is the majority of expense in a port.  That and crazy production costs would perhaps, be unjustified.  Are there any multi-disc Wii games yet?  I have never seen one.