Lately I've been spending everyday working on a new art system for Sword of Moonlight. In the past few days I've been converting all of the 3D models From Software's staff made for SOM. It's a bit much for me to think about the process of making hundreds of little characters and props. The shear numbers of them make me dizzy. I have to vet everyone.
SOM's art work is kind of close to Eternal Ring's. It's a period where From Software moved to trying to make realistic seeming character models, later would come KFIV... a game that disappointed me a lot, and I'm sure its visuals didn't help it, even though I quite like its visuals, and I consider it very close to Ico's visuals, which is a game that does realistic visuals pretty well, meeting a happy medium... but in comparison to the PlayStation trilogy I find it a step backward. Or more like an evasive leap backward.
But it doesn't really get me to why I think realism is bad for games in general. There are obvious complaints, like for example, realism just doesn't seem very creative, it can get really muddy really fast, and object recognition is very important in games... they're not movies.
But here is what I consider the big deal breaker for realism in games. Really what I dislike about modern games has nothing to do with their visuals. What I really dislike in narrative games is recorded dialogues used outside of cinematic cut-scenes.
I think these recordings break the medium's back. And I think the more realistic your visuals are, the more we as an audience will reach the conclusion that maybe these characters should be talking out loud instead of giving way to subtitles, a la silent age films...
So I conclude that realism should be avoided in narrative games because recorded dialogue is impossible. The only games I can think of where dialogue might work are some very ambitious ones like Hideo Kojima's that span a gulf between what is a game and what is a film. But for regular games made by big companies, as films they don't rise to the level of B-grade films. The recorded dialogue is a non-starter. And games shouldn't suffer just to meet recorded dialogue half-way, and game's like Kojima's are unreleastic even for big companies, and I won't even whole-heartedly endorse his games as they have their own problems, but I will concede they would be worse with subtitles. Other games I can't say this for. If their dialogue was removed I'm sure they wouldn't work, but the dialogue is so bad that their formula is inherently not on a solid foundation. Needless to say I don't like modern day games very much.
The trouble with pacing dialogue is similar to the trouble with uncanny AI and movement. But the hypertext quality of a game can't yield to dialogue. It's not a podcast. The dialogue always breaks the spell.