games that rely on more realistic visuals (cutscenes) tend to age poorly
, because comuter generated cisuals are inherently surreal, at best uncanny when they dare to appear realistic.
They sure are great and novel for at least 6 months, but visual methods (hardware) develop rapidly, and the visuals of games very likely age poorly, get old VERY fast, like a good old joke, that just gets repeated too often:
this includes prime examples:
Loom
=1680
Agony (amiga)
Shadow The Beast (1,2,3)
Settlers
Worms
Warcraft2
all did good famous novel and expensive visual things, but that all did not age too well, mostly because they use surreal methods to estimate realistic visuals.
a better approach is a visual style that dares to be:
- abstract/minimalistic/clean
- causal/consistent/stylish
- narrative/gameplay focussed
- focused on practical effects, rather than greenscreen/CG.
prime example is
Star Control 2
If you insist on realism, step away from CG, it is inherently surreal:
Jurassic Park 1 only had 6 minutes of CG in total
, where many scenes had stop-motion reproduction to set up the lighting and angles of a scene:
which is why it visually aged a bit better than other CG / JP-movies.