I don't even think this is a fair metric. Its hard to beat the point that graphics are already at in the last 5-7~ years short of going full body scans on everything.
Pretty much. Doing so also comes at the cost of design freedom. When pursuing realism at all cost one deviates as little as possible from the source scan, limiting the potential appeal and variety of character designs. The same is true for environments, made worse by the usage of outsourced photogrammetry. The whole modern content pipeline needs revaluation, with an emphasis on design, not realism.
"how is this one better than what came before?" and not enough time on "what make's this one worth playing *as well?"
Very much this, made worse by the culture of modern studios. Ultimately, ideas and execution dictate player experience. Studios being responsible to multiple external authorities while walking on egg shells internally precludes the spontaneity that resulted in some of the industries best ideas. It's not just a matter of priorities, but the ideas themselves not materialising because a creative process has been stripped of the creativity.
Pretty much. Doing so also comes at the cost of design freedom. When pursuing realism at all cost one deviates as little as possible from the source scan, limiting the potential appeal and variety of character designs. The same is true for environments, made worse by the usage of outsourced photogrammetry. The whole modern content pipeline needs revaluation, with an emphasis on design, not realism.
Very much this, made worse by the culture of modern studios. Ultimately, ideas and execution dictate player experience. Studios being responsible to multiple external authorities while walking on egg shells internally precludes the spontaneity that resulted in some of the industries best ideas. It's not just a matter of priorities, but the ideas themselves not materialising because a creative process has been stripped of the creativity.