LipeJJ said:
That's not a good point. PS3, which is weaker than Switch, had linear games with very big file sizes like God of War Ascension. While a big open world more demanding game, like Breath of the Wild like you said, is only 13GB.
There's only one simple explanation: they invest more time/effort compressing stuff like audio, because like you said their hardwares have less storage, so it's more important.
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I don't really understand your point sorry. How does an outlier prove a universally understood concept wrong? There will always be exceptions, but the basic idea of 'better assets (which require more power) = larger file' isn't really up for debate. There's a reason why the average game file size has without fail grown with each significant jump in hardware, and despite their active incentive to keep file sizes down Nintendo aren't free from this either. Even BotW, whose resource balancing is exactly what you want to keep file sizes down (asset quality is often sacrificed in favour of dynamic elements such as the physics engine), wouldn't fit on a double capacity 360 disk.
The lack of significant incentive for PS4/X1/PC developers to make their games smaller does increase the average size of their games, but all three of the reasons i listed can have a significant effect on file size. They aren't always equally relevant, e.g. it's possible for a game to be huge, make good use of high-spec hardware, and still be a small (it could have simple and frequently re-used assets, but amazing lighting, physics, and shader engines), but they all can be significant. As far as asset quality goes the general trend just happens to be that as you gain access to more power, a good chunk of that is directed at assets. Textures in particular have been slower to hit the harsher levels of diminishing returns as poly counts.