Various things:
- uncompressed audio (perhaps needlessly, for lower-end CPUs)
- pre-rendered cutscenes, multiple resolutions
- large texture sizes (also think normal maps etc), multiple resolutions
- redundant or unused data
- large model sizes, or more assets in general
I would also say it could be a problem of art direction, having no constraint and ignoring smart techniques that use less data.
Also, a higher-budget --> more preorders?
More data --> more game?
T00l_shed@lemmy.world 2 days ago
Lack of optimization, and crazy texture packs
popcar2@piefed.ca 2 days ago
Audio is another big one. If you want good quality music and your game is voice acted you would be surprised how much space all those audio files take. Add in tons of other gigabytes if you offer voice acting for other languages.
applebusch@lemmy.blahaj.zone 2 days ago
evidently a lot of games dont compress their audio files at all, so a ton of data is wasted on that by itself. theres really no excuse for that because there are plenty of lossless compression algorithms and compressed files will often have faster loading times because the disk read speed is the limiting factor even with the added computational cost of the decompression. thats also true for all the other game files such as textures and meshes and whatnot, which are often also uncompressed.
ampersandrew@lemmy.world 2 days ago
They optimized for things other than install size. Optimization is often choosing one thing at the expense of others.
acosmichippo@lemmy.world 2 days ago
they optimized for least effort.