this post was submitted on 14 Nov 2025
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[–] merc@sh.itjust.works 6 points 12 hours ago (4 children)

The trouble with photorealism is that you very easily stumble into the uncanny valley. In addition, something that often looks "photorealistic" today will look really dated in a few years.

If you go with artfully styled games, it can actually be much harder. You need to adopt a consistent artistic style and have that style be used by many different artists. Unlike with photorealism, there isn't always going to be a reference available. You have to watch that over time, and as the scope of the game grows, the style remains consistent. But, when it's done well, it can be amazing.

One of my favourites in terms of artful styling is the game Interstate '76. It came out at a time when full motion video cutscenes were the style of the day. You'd have low resolution graphics, and then come in with a VHS-quality cutscene with real actors and real sets. Then back into low resolution graphics. Interstate '76 chose an amazing artistic style, then did in-engine cutscenes, which kept the style consistent.

The other master of this, IMO, is World of Warcraft. It must be a gargantuan undertaking to have a game with that many different models and to have a consistent style for all of them, but they mostly do. They often do out-of-engine cutscenes, but their style is so consistent that their cutscenes just look like even more detailed shots from that same world.

[–] yermaw@sh.itjust.works 3 points 8 hours ago

something that often looks "photorealistic" today will look really dated in a few years

Check the overall vibe of game cube games VS ps2/xbox. N64 VS PS1. Colourful pretty games stand the test of time way better than realism.

[–] RizzRustbolt@lemmy.world 2 points 2 hours ago (1 children)

Rule #1: Never get out of the car

[–] merc@sh.itjust.works 1 points 16 minutes ago

What was that?!

Flying saucer.

Oh.

[–] Beebabe@lemmy.world 1 points 5 hours ago (1 children)

Wow had been interesting lately. The last expansion I played, there were legitimately zones that I thought “I can’t believe this is wow” compared to the vanilla zones. You can still tell after a moment, but it is just a lot more detailed. I do love the point you make here. It reminded me of my first experience with uncanny valley in a game. I prefer not to have that experience tbh.

[–] merc@sh.itjust.works 1 points 24 minutes ago (1 children)

Were you thinking "I can't believe this is WoW" or "I can't believe how good this looks?"

Because, I haven't experienced the first one. To me, once I'm in the game, there really seems to be an amazing consistency in how things look. After a while things look "realistic" but in a "realistic for WoW" way. Like, obviously Orcs and Demons are not realistic, but the consistency is so strong that how things look, and move, and behave is so strong and predictable.

[–] Beebabe@lemmy.world 1 points 7 minutes ago

The initial impression of the new Arathi zone, before really getting close enough to see details was a “I can’t believe this is wow” moment on first impression. There are a couple areas like that where it really throws me. But in a way, yes, it looked so surprisingly good and a tad different.

[–] untorquer@lemmy.world 1 points 5 hours ago

something that often looks "photorealistic" today will look really dated in a few years.

I'm fairly certain that with AI framegen and he hyperfocus on raytracing this paradigm is broken. Were going from consecutive titles looking better to stagnation while only projects with some breathing room in production will advance visually. (E.g. new witcher).