Okay let's take a different tack on the polygons vs. NURBS debate. Note that NURBS used to be the favored approach for cinematic modeling or organic characters, but increasingly subdivision surfaces/polygons are taking over. It's a much more flexible approach to doing things and the artists need that; more flexible in the modeling, and more flexible in the texturing. For games to switch from polygons to NURBS is kind of a step backwards; what should happen is perhaps a more advanced way of handling polygons (ie. SubDs,) not switching to NURBS.