Let us further abstract the question, then:
In a game running on its designated platform, what are the considerations for the media that it makes use of?
Consideration #1: size, aka speed of loading
No matter the platform and no matter the game and no matter the type of media, the fact is that it needs to be brought into a context for rendering. On a web based platform, this means downloading. On a desktop environment or console, it means loading from a local storage media. Loading your media takes time. Web based platforms can be especially crippled if a lot of media needs to be downloaded over a slow connection.
Consideration #2: memory consumption
Related to, but not the same as size. A pieces of media may be compressed while on disk or in a package or whatever, but once it is loaded as a texture or sound buffer for something it may be quite a bit bigger. The device upon which your game is executing does not have an infinite amount of memory.
Consideration #3: quality and style
Is the media of sufficient quality? This can be crucial to your game, and is often at odds with the size consideration. Very often a balance is needed between the two.
Some games have incredibly simple graphics (minecraft) and yet are very successful. Others have really awesome graphics that take up gobs and gobs of memory, but give an immersive quality with amazing looking backgrounds. Some games get away with blips and bloops for sound effects, while others need to have 41k stereo music.
So, based on which is most important, you make the right decision for your game. The decision is per game, not one size fits all.