Hmmmm. I have a question then. In terms of graphic quality, inventory, size, scale, content...all of it. How is it possible that there are games such as....Skyrim, Dark Souls, Gran Turismo, GTA, Red Dead, and **insert game here** on the consoles, but DAI just burn it up with its massive content and sheer greatness?
I also feel like ME3 is larger game than DAI as a whole. The MP for it absolutely dwarfs DAI's. I'm not calling BS on your post or anything, I'm just saying that seems a bit off is all. I fully believe Bryan knows what he is talking about and he came into this thread to help us out. I'm just asking a question.
This question is pretty vague in the sense that you are talking about how does data get larger. Since this focus I am going to assume is about mainly disc size (which was the main point that TheThirdRace is refering (I assume)). There is different types of size for consoles (generally), main game (if there is an install), patches, player data (such as saves) and then DLC. The limit we are primarly talking for Xbox 360 is that of the patch size, from what I have been told has a cap at 2gb (it is a singular file), which I would expect to be actually 4gb since I believe the Xbox 360 is Fat32, so not sure exactly why it is 2gb (or if I was lead astray). Note while the technical limit is 2gb, MS required patches to be substantially smaller than that for the longest time (4mb, which if you dont believe me you can read here http://shoryuken.com...ally-planned/)
Generally speaking this meant patches were limited to code changes (since content is much much bigger). Any content changes generally came along with DLC. IE the majority of Mass Effect 3 MP is DLC (content wise), and is infact 1.12gb (on PC). The frostbite engine has a bit of a tighter coupling between data and code, which means that in order to fix a lot of issues doing content is far easier, which means increasing the size much further.
How games decide to do their budget (space wise) can result in a lot of different situations. Once again ill take Mass Effect for example, the pre-rendered scenes total 3gb of space, for 30minutes worth of content. Something like Music and textures can vary so greatly in terms of recording quality that a 1mb piece of music in mp3 could be 25mb in a different format, to a lot of people they wont notice the difference but there are those that do.
Further more, you may have data duplication that contributes to on disc size. Lets say you have a piece of music in Val Royeaux and the same in Skyhold. You have a few different ways you can decide to lay out the files for loading. If you put the music in the file that gets only loaded in Val Royeaux well then you have to duplicate that file into the file that represents Skyhold as well. If you decide to put it in its own file (which would create thousands and thousands of files) then you lose performance loading because of hard drive seek times. Now if you say well why not always have it loaded, then you end up in a situation where that data is always loaded into memory, which is definitely finite.
Also for ME3 vs DAI, it depends on what you compare right? The Single player for DAI is certainly larger than that of ME3s.
I mean minecraft is technically more vast than any other game, yet could be smaller.
Games have evolved it is like saying, i spent the same time in Chrono Trigger as I did in Dark Souls but Chrono Trigger is 32mb and Dark Souls is 4gb. Same goes with DAI where it is 16gb on Xbox 360 and yet Xbox One is 41gb despite more or less being the same game.