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Also you should really get your own internet and get a good one too. To download Rainbow Six Siege, it took me literally 4 hours download so maybe you should just get a better internet connection.
Despite any comments or arguments towards those whom are asking/complaining about game size, a fact we can all agree on remains:
Boxed or packaged game releases should include full contents of said-product on discs or other physical forms of media as a mandatory step in the process that will eventually see any copy purchased establish one's obligation to End-User License Agreements resulting in a silent contract between consumer & company over the buyer's 'rights' to the software.
I definitely think we deserve what we were getting before, which was fully operable games not requiring internet connection to play. I was even able to handle having to verify copies online, but no more complete products?
It's even worse: I work in games for about 15 years. But I've rarely seen a game exceed the 60GB mark and this one ain't even big in terms of level scale and features, so I think the question was reasonable.
And yes, back then we could expect to buy a properly working game and in case of bugs, hope for patches that usually followed soon. I wish publishers wouldn't push devs so hard to release on whatever date with whatever level of development. I won't even start with DLCs...
But... kinda offtopic. Like I wrote I've been wondering why RS6 needs so much space and besides Dota 2 I never wondered why, so I never checked forums about this issue.
Oh, I didn't think your question as unreasonable; quite the opposite. Just assumed you may have seen a thread about it lately - the question has been popping up on so many forums, often. Heh.
I remember when Jedi Knight: Dark Forces 2 came out in '97. I was deeply involved (and adoring) of the editing (mod) community the game spawned. Editing tools are what kept titles relevant & playerbases strong long after a game's release. I miss that aspect of community involvement the most. The creative freedom was so engaging & enchanting. Missing that in modern titles, too. User-created maps ranged from sizes in kilobytes, up to megabytes. The base game size after full install was around 400-500 MB, if I remember correctly.
If we had amazing plugins & advanced techniques for use in aiding the creation process for games today, like what was necessary to push the envelope back in the day, we would see smaller data sizes... but not by a crazy number. When I saw how much file size was affected by texture attributes (e.g. Resolution), I knew that would be a definite issue in the future. Since I am always browsing through asset files & tinkering, I started to grasp the magnitude of development, especially the staggering number of files for textures, alone!