These aren't mutually exclusive
High-fidelity and artfully stylized aren't, but photorealism is like... a photo.
Photo realism still requires art direction.
Think of a movie.
aight this scene takes place in Mexico so lemme color grade it very Mexican, but also it's a flashback to the 50's so I'm gonna dial down the color saturation and digitally add some film grain
What if it was neo mexico city? Need some cyberpunk chihuahuas
I think we're talking about different things, but I see your point.
By stylized "graphics" I took it to mean like the actual resolution, polygons, draw distance, etc, and then aesthetics goes on top of that.
Art direction isn't purely aesthetics either. There's so many things that go into makeing art, be it a game or something else.
Art should help us feel what the artist intended or sometimes something more personal to ourselves. Many aspects will facilitate or detract from that.
You can have stylized photorealism the same as other styles of art. You mght see pixel art of a realistic scene. Or you can have extremely detailed animation.
I think the better question is does the community allow for and reward that expression? Are there trends we don't find too appealing universally? Are there styles of art that maybe seem overused?
OK we're definitely talking about different things when we say photorealism. I see stylized and photorealistic almost as on a linear spectrum. I realise there are more dimensionz to it than that, but that's the usage I think the meme is critiquing. That's how I took it, anyway.
What they're talking about is what I call "The Wind Waker Effect." When the GameCube was first announced, they showed off a trailer that included a realistic looking Link fighting Ganondorf to show off the power of the system. When the Wind Waker was announced and shown to the public, fans were furious. They didn't want some cartoony Zelda game, they wanted that photo-realistic Zelda game that they had been teased with years before! When Wind Waker came out, it was universally criticized for its graphics. Today, it's considered one of the best looking Zelda games of all time and was the main inspiration for the art direction of almost every Zelda game after it - including Breath of the Wild.
If Nintendo had made that "photo-realistic" Zelda game, it would look nowhere near as good nor be as fondly remembered today, because "photo-realistic" in terms of video game graphics is an obsession with graphical fidelity, not artistic quality. That's why photo-realistic games from the same era are remembered as the "real = brown" era of games. It's a technical or hardware question of "how many polygons can we fit in this character's facial pores", not taking something fake and making it seem real through art direction.
Don't make me point at the TitanFall 2 and MGSV sign again.
Its just that that's hard for developers to develop, for management to allow, so, instead, use horrifically unoptimized UE5!
Mirror's Edge is still beautiful to this day, despite being 17 years old
Dear AAA game studios: Just look at Hades II.
LOOK AT IT. A good chunk of the art you see on every playthrough isn't even animated.
I'm probably going to clear 300+ hours on this thing before I put it down, and I'll likely tell everyone to buy it because it's that good. Photorealism is the last thing I care about.
So I remember playing xenosaga 3 on the PS2. The visual effects on some of the mech attacks were absolutely stunning. It was sooooo pretty.
artfully stylized graphics will always be better because they will look timeless
There are several games who we're just "this looks like reality" when they released who have aged well too. Half-life 2 (even without the updates) being the first one I think of, but I also think the first Far Cry and Crysis look amazing even now. Good design will age well no matter, the only thing that goes away is the immediate excitement of how impressively real it looks for the ones that went for that, but they still stir something inside people who experience them for the first time decades later.
Hand draw each frame. Now do it 60 or more times per second.
you know what, I'll just keep playing the same old decade old games I've been playing
I wish they'd make more games like Disco Elysium where the whole thing looks like a painting.
I like both, they each have their place
id be happy if they actually optimized their games instead of releasing half baked buggy slow garbage
I would be happy if they stopped making everything look somehow both covered in vaseline while also being more reflective then a fucking mirror.
Just look at this shit in the demo:

When reflections became a thing in graphics, they were the new hotness. But unfortunately they're overused because people seem to think that reflections are the best indicator of graphical realism. They're a factor for sure, but overly reflective isn't the same as realistic reflections
Like 3d tv, this is just a fad. Most people I know turn off raytracing in a few min (even though they spent $1000s on hardware to do raytracing). The generated frames and full ray and pathtracing have such low payout vs the cost. Unless something changes this is all pointless waste.
Best example I can think of is the rtx portal looking and running like ass compared to the now very old original.
In this world, there is no dust or dirt and everything looks like an early 2000’s Apple product.
And if there is dirt, its glossy and reflective. I swear they are trying to give uncanny valley vibes on everything now.
I do like pacific drive but can't play on my potato
GPU consumption is more reliable to know how old a game is than its graphics.
When Minecraft was released, I thought it was an accident. That no other game could be popular and run with with an inappropriate language such as Java.
I was so wrong.
I mean, there aren't a lot of Java games, and C# (especially with newer runtimes) isn't that bad if that's what you're referencing.
The old Civ games were a lot of Python, which is perhaps the most atrocious of all, performance wise. But they worked okay.
But Clair Obscur, tho.
Like, damn.
Plague tale (requiem in particular) is also ridiculously beautiful on mid range GPUs. I couldn't believe my graphic card was able to do that. It's a shame games reviews and screenshots don't account for average setups because that's what most of us have and some developers deserve praise to make it work for us.
Anyone who says photorealism and stylized art are mutually exclusive needs to play Clair Obscur, then delete their comment
I watched my friend play Mall Simulator, and in spite of it not being graphically intensive, the game breaks down when there are too many assets in the world. Absolute respect to the people that optimize games.
Would you honestly prefer artistic over photorealistic in games like GTA, Arma, 7 days to die, every driving or racing sim, escape from tarkov/stalker, and majority of other popular titles? Yeah, no.
I loved the goofy over the top graphics of older GTA games like Vice City, San Andreas etc. I played GTA 5 for a bit and then dropped it cause I feel the game lost some of its charm with the more realistic graphics
I must have missed the part where OP said, "There shouldn't be any photorealistic games."
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