I was thinking the opposite, soccer vs basketball. Soccergames uses top-down camera with small characters on screen 'cos of large playingfield and thus smaller characters with less detail needed. Also the crowd should should'nt need as much detail. Regarding the ligting i don't see the difference, an indoor arena are very heavily lit also.This is an apple to oranges comparison. There is a *huge* difference between an indoor game vs an outdoor game with regards to how much rendering power is needed. Making an indoor sports game run at 60fps is cake compared to an outdoor arena title. Aside from some obvious elements like needing far more geometry for things crowd, city scapes, large arenas, etc, the lighting is also far more involved. You also have to deal with weather, sky, and on and on.
But I'm no dev so I this is just my take on it.
Here are an interview with Erich Waas on NBA 08 for the PS3 wich is running at 1080p@60fps. Very heave PR dude thou...
3. What did you do on this game that you couldn’t do on another platform?
Thanks to the PS3’s cell processor, NBA 08 runs in Full HD — 1080p and 60fps. Not up-scaled to 1080p. Not a choice to run at 1080p OR 60fps. True Full HD. At the same time, we have detailed sweat that you can see rolling down players’ faces, head and eye tracking and facial animation for all 10 players at once. Additionally, thanks to the cell processor, we simulate cloth not just for the 10 players on the court but the bench players for each team as well. We also have such a variety in our arena crowds that you’ll only see 2 in every 2048 crowd members with the same model, wearing the same clothes and doing the same animation. And we do this from our “Behind the Player” cam which is more demanding on performance (because more is being drawn) than the sideline or broadcast cam you will see in other basketball games. There is also a lot of new ball physics that has been added to NBA 08 as well as a total of 2,000 unique animations within the game and 4 times the amount of AI routines for greatly improved variety of gameplay. With art assets created with native 1080p in mind as well as audio, we also have more data than can be stored on a dual layer DVD.
http://blog.us.playstation.com/2007/06/27/inside-the-developers-studio-erich-waas/