RE: https://mastodon.gamedev.place/@yurisizov/116240441023829664

Your reminder that realism is not a universal creative goal. In fact, realism is rarely the most important art goal, even when it hits the list.

Anyone telling you a machine’s realism matters more than human agency and human choices in creation doesn’t understand what they’re working (read: fucking) with.

This is soul crushing.

Even in successful games I consider realism umbrella, like the sequels of Horizon Zero Dawn and Death Stranding, a few of the things that matter far, far more than realism:

- intentionally making the design choices together to create a cohesive world & increase immersion

- colors & sounds & textures which give us a sense of emotion and connection to the story & characters

- choices which **are** unrealistic , making worlds different enough than ours, places we want to explore and escape to

@moss I would argue that the realism achieved by these games is heightened and made successful by the intentional choices they make to break realism. My mind is particularly brought to the wind changing direction to help your player character in Ghost of Tsushima - while I didn't find that game particularly compelling because of its combat, I loved how it implemented that specific mechanic.

@wombatpandaa Yes! I also loved that mechanic, as well as the more cinematography-like haiku sections.

I played it when I was mostly house bound so being able to go find onsens and explore shrines meant a lot then, and I liked creating silly outfits for my character…

but I was playing Yōtei & it lacks a lot of the themed areas imo in favor of even more realism & it’s less memorable to me. Less “wow this forest is all red/purple/gold” moments. I put it on pause cause I was getting bored

@moss

Am reminded of Jacob Geller's essay "Bad Graphics".