[quote name='thrustbucket']yes but good luck finding a developer that has the resources to make more than 9 gigs of actual game.
If you like tons of pre-rendered FMV in your game, then sure.[/quote]
Ign interviewed the lair devoloper
IGN: What advantage does Blu-ray afford you now? Everyone talks about how great the extra storage space is but are you actually using it for Lair?
Eggebrecht: The single level at TGS alone takes up 4 Gigabytes of data. We are using every ounce of that due to streaming of our textures. Sure you could chop them all down to tiny sizes and we would fit, but then again, it would not be the same game. In addition to all the textures and geometry, we also do have video on the disc, and all of that is in native 1080p resolution. Thanks to Blu-Ray we don't need to worry about that and can still fit the whole game on a single disk.
also
IGN: Quick Fanboy wars question -- Could Lair be done under its current spec on the Xbox 360? If so, why go with the PlayStation 3 "only" instead of going cross-platform?
Eggebrecht: Lair in its current form couldn't be done on 360. We are using large amounts of Cell's SPUs for all of our geometry, landscape, simulations, animations, even troop AI. When we create a game, we absolutely focus on the platform it is designed around. Would we do one for 360, it would be a different game and a different engine -- most crucially perhaps though: Lair is an entirely different game without the motion control and gesture recognition since it was designed around it.
http://ps3.ign.com/articles/733/733921p5.html
and another interview with the resistance guy
IGN: Would it have been possible to create Resistance on anything but the PlayStation 3, like the PS2, Xbox 360 or PC, and if not, why? Have you had the idea for the game on the backburner and been saving it for capable hardware?
Ted Price, Founder & CEO: It would have been very, very difficult to create Resistance on any other platform. First, this game requires an incredible amount of processing power to support the large number of moving characters and objects in the levels. Every one of our characters has sophisticated AI and navigation routines running in the background. Plus, every object -- including characters -- has to access our physics and collision systems constantly. And, of course, I'm ignoring all the other processes that have to occur simultaneously to create immersive, believable environments. What a game like Resistance requires is parallel processing on a massive scale and fortunately the Cell's SPUs give us this. We can take complex and expensive systems and move them onto the SPUs, which are extremely good at number-crunching. When these systems run in parallel it means we can do more per frame and that means more detail in the game.
Second, the game requires more than 20 gigabytes of storage space, which means that the only viable storage medium for us is Blu-ray. We could not have fit this game on a DVD or a HD-DVD. So, yet another reason that the game could only have been created on the PlayStation 3.
http://http://ps3.ign.com/articles/729/729630p4.html
We haven't had this idea on the backburner for years. We knew that we wanted to do a FPS when the PS3 was announced but the game's design evolved significantly as we moved through pre-production. The reason the game's design evolved was not because of the hardware -- in fact we've been pleasantly surprised with what the PS3 can really do -- it was because designing games here at Insomniac is a collaborative process and we're never afraid to change something if it makes the game better
http://http://ps3.ign.com/articles/729/729630p4.html
so it seems like some devolopers plan on using a ton of storage space. If it used efficiently or not is another question.