Seconded.
There's some funky technique called
procedural generation to generate content on the fly. There are many good examples of this in use, like
a 96kB first person shooter, but a bit more on-topic is the Live Arcade game
RoboBlitz:
480MB to 3MB. I think it's safe to say that'd make any 360 game have no problems fitting in 8.3GB.
Now I'm no expert, but from what I make it, using this technique would mean less work in the long run too. Write the algorithims to make textures ONCE, then you don't need to hire as many artists for every future game you make. It's a win win if you ever plan to make any game remotely similar.
And on a completely different note, I've heard that some Atari/Amiga games on multiple disks could run either asking you to swap, or play more seamlessly if you had multiple floppy drives. Bearing in mind that was in the day when floppy drives were really expensive. Regular DVD drives are dirt cheap, Microsoft could sell one
at a profit and allow games to either disc-swap (for the cheap, or those who think two DVD drives is ugly) or use both at once when appropriate. And really, if 16.6GB isn't enough then unless you're making a huge RPG, you're just doing it wrong.
Yeah, as I was reading the article that was the first thing that popped into my head (procedural generation). A guy I work with had told me about the the tech a few months ago and when he told me the first thing I thought at the time was, "well, guess Bluray won't be needed for PS3 games". I'm surprised the industry isn't already using the new tech as it looks better and saves loads of space that can be used for better things than textures. I wonder if the PGR4 devs even know about it or have used/tried it out.
with lots of pics and demos that show how useful the tech is.