Warzone dev says game is losing players over “insane” download sizes
arstechnica.com
arstechnica.com
Typically textures are the largest part. Many objects with many different channels in high resolutions e.g. Color, normal, roughness, metallic, emissive, AO/Lightmaps and more depending on shader. The other two significant contributors are sounds and mesh geometry.
There is more "stuff" in games too I suppose but it's not like games have twice as many maps/levels as they did 10 years ago.
In terms of textures it's not just one for each entity, but often a complete stack of textures like albedo, detail map, normal map, ambient occlusion map etc. All in 4K or possibly higher these day
Then there's high res audio, UI textures, massive terrain textures (again stacked), skybox textures (HDR cubemaps in high res), bits and bobs, weapons, animations, the list goes on.
Assets for these types of games are heavy.