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games back then were also done by dev teams of like a dozen people or two who did literally everything and you had like 1-2 people on each task. localizing games also took like a year or more from their country of origin.
now they are done by teams of hundreds or thousands, esp once you start adding all the middleware and outsourcing of various parts of the game they do now, and they are released internationally in dozens of markets at once.
it's lot easier to find bugs in a game that is 1MB than on that is 256GB
Hot take: games don't need to be 256GB. Even 10GB is pushing it.
A lot of 7th gen games did great with that kind of space.
I thought that seemed a bit high, but you're right. Halo 3 was around 6.3GB and Reach was closer to 9. Genuinely thought they'd be way smaller than that.
They do if they want high quality 4K textures and uncompressed audio.
Which should be optional, especially for consoles. If you're playing through a TV, using the inbuilt speakers and sitting a couple of metres away, there is no advantage to uncompressed textures and audio.
The first gaming system that connected to the Internet was the Sega Dreamcast, and even that ran games only off disc. It isn't until you get to the PS3/XBox 360 era when games would be downloaded to the console directly, and even then games weren't expected to need an Internet connection to use.
Mario Brothers might have had a small design team, but Grand Theft Auto: San Andreas had a much larger dev team.
SA had 50-60 devs. in 2025 that's a small dev team. The original gta3 had 25-30. SA only has about double the devs of GTA3
GTA6 dev team is over 6,000 people. Most dev teams today are to 400-500 people for AAA games.