The artists in Team Chaos are perfectly capable of creating giant amounts of animations... like a 4.7GB Aminet archive type of deal. Artists don't like being told "ur art has too many colors", "ur art takes too much ram", "ur art takes too much hard drive space". Artists just want to create. If you annoy them enough they quit.
Well, for starters, the better game artists actually understand the constraints of digital art and are willing to work within them. (Take a look at Adrian Carmack's
magnificent models for
DOOM sometime, and compare them with the little sprites that were the end result. Sure, the models are nicer, but the
DOOM team did an
amazing job of capturing the details in images only a hundred-plus pixels tall.) If, on the other hand, you're stuck with prima donnas like the ones you're describing, you can always have someone
else do the job of adapting it to the target platform, for the sake of team harmony.
But seriously, the more you crank up the requirements, the smaller your potential target audience gets. Sure, I have a 50MHz 030 and 32MB RAM, but how many people
don't? Very few people who've just pulled their old Amiga out of the attic to play with are going to be able to run a game that requires 32MB RAM, and are they willing to hunt down a couple hundred bucks' worth of accelerator just for that?
And as Thorham says, package size has very little to do with the quality of a game.
Super Mario Bros. 3 is
still a beloved classic to this day, and it's all of 384KB.