For keyframed animations, it'd be dependent on the number of bones and keyframes in the animations, but there's not a whole lot of information being stored in a keyframed animation beyond the positions of joints between bones at given points in time (each keyframe). You're talking maybe kilobytes of additional information for each additional quick and repeatable animation that would be useful for Madden, assuming that all of this ultimately gets compressed before getting stamped to the disc, to be decompressed by the software when the animation is needed by the game (i.e. during the "Loading" screen after team select and before a game starts).
The character geometry, the textures for the character, the texture mapping information which correctly places the textures on the geometry, and materials defining lighting and shading properties used by different pieces of the geometry are going to have much more impact on the size of the game than any keyframed animations.
You're more likely to see an impact on the game size if Tiburon decided on a whim to add 1000 arbitrary lines of commentary to the game, or if the NFL decided tomorrow to put a team in London and Tiburon had to add their home, road, and alternate uniform textures along with the stadium mesh and textures required for rendering that stadium.
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