@GNUmatic @AnarchoNinaWrites
There's a whole side convo here about how the ability to capture image (even moving image) in greater and greater fidelity has changed story telling where there's a cart/horse dynamic almost - if you can see all the plastic shards and steel crunching and it has dramatic impact at this point, are you obligated to do so? Why can't you let the audience fill in the details between human emotion telling you the event through them?
There's this concept of verisimilitude, the appearance of reality despite it not being reality (and all of us playing along in the audience), and then attendant surreality of trying to present this appearance of reality in all its nitty gritty detail almost down to the molecule as the point of the exercise and audience experience.
It's really bad in gaming by the way, the chase for realism within an obvious abstraction of it because the tools seemingly allow more and more fidelity of detail. Some will say it's very immersive or more immersive at which point, I must insist I am not in that audience playing games for immersive reasons, but so the ecosystem goes.
There's a good argument that cruder tools create better stories by the limits imposed requiring creativity on how to surmount those limits, where as hyper fidelity winds up being an false articulation of reality without creative story telling tapped on.