NURBS are rarely used these days. Everyone's going for SubD. There is not much difference whether the mesh is defined by NURBS or SubD, in the end it's just a lot of polies. Best would be to use no hi-poly techs (NURBS, SubDSurfs, etc.) but do it by-hand. You know, in fighting games (and beachvolleyball games) the chars have approx. 16k, compared to the 3k of Unreal Tournament 2003 or the 5k of Doom 3 and HalfLife 2. There's still a lot of room until we need SubD.
Gaah, I hope those times don't come too fast, I already get confused with 3k...
Sony claimed the PSP can do NURBS? Bull! That thing cannot render as fast as the PS2 and is supposed to do NURBS? Hell, if you don't convert them to poly without subdivision (which kinda defeats the purpose) you've easily got 500k per model. AFAIK the PS2 cannot render a 500k scene with a decent framerate, how is an inferior system supposed to do 500k per character?