Our Beautiful New Games Are Just Lifeless Dioramas, and It's Our Fault
We're living in an age of graphical miracles, with games so beautiful they look like real life. So why do so many of them feel like sterile, untouchable museum exhibits where everything is glued to the floor? Our powerful hardware has given us pretty pictures, but in the process, it feels like the industry has forgotten how to build worlds you can actually break.
I'm standing in a cabin in Bright Falls. The graphics card in my rig is screaming, churning out enough heat to solve a small country's energy crisis. Every surface in this room is a masterpiece of photorealism. Light filters through the dusty air, dust motes dance in the beams, the wood grain on the table looks so real I could get a splinter from my monitor. I raise my shotgun, a tool of immense destructive power, and aim it at a ceramic coffee mug. I pull the trigger.
Nothing.
The mug, a monument to sheer, unyielding indestructibility, doesn't even rattle. The lamp next to it is likewise forged from some sort of ethereal, Nintendium-grade material. And in that moment, the entire breathtaking illusion shatters. For all its graphical splendor, this world is just a pretty picture. A beautiful, high-resolution, path-traced diorama that I’m not allowed to touch.
And let's be clear, this isn't me shitting on Alan Wake 2. It’s a fantastic game. But it’s also the poster child for a disease rotting the heart of so many modern AAA titles: the static world. We've traded interactivity for polygons, and the result is a generation of games that feel vast, gorgeous, and utterly dead inside.
The Ghost of Interactivity Past
It wasn’t always like this. Cast your mind back to 2004 and Half-Life 2. Remember the simple, anarchic joy of the gravity gun? Picking up toilets, radiators, sawblades, and just causing absolute chaos in Ravenholm wasn’t just a gimmick; it was a statement. It told you this world was real, that it had rules and physics, and that you could bend them. You could pick up a can of soda and toss it at a Combine soldier’s head. In Resident Evil Village, you’re lucky if you can knock over a vase that isn't explicitly marked for destruction.
This regression is made all the more baffling when you look at what’s happening on hardware that’s barely powerful enough to run a modern web browser. A game like The Legend of Zelda: Tears of the Kingdom runs on the geriatric Nintendo Switch, yet it presents a physics sandbox so complex and reactive that it makes these blockbuster titles look like they were made of stone. You can chop down any tree, fuse it to a rocket, and fly your cobbled-together nightmare machine into a Bokoblin camp. That’s a world that feels alive. It feels like a place, not just a set.
The Unholy Trinity: Photorealism, Open Worlds, and Man-Hours
So why did this happen? We have more processing power than ever. The reason our worlds feel so lifeless has nothing to do with our GPUs and everything to do with a trifecta of terrible development trends we, the players, have actively encouraged.
First is the relentless pursuit of photorealism. The expectation that every single asset must look like a high-resolution photograph has turned development into a nightmare of diminishing returns. Making a simple loaf of bread isn't simple anymore. It requires custom shaders for the crust, subsurface scattering for the crumb, and dynamically generated sesame seeds so some asshole on Twitter can’t zoom in 400% and complain it looks fake. When a single prop takes a week to create, you’re damn right it’s going to be indestructible and glued to the table. Nobody has time to model its shattered pieces.
Second is the open-world plague. The marketing demand for "huge maps" and "hundreds of hours of content" has forced developers to stretch their resources across impossibly vast digital landscapes. The result is worlds that are a mile wide and an inch deep, filled with copy-pasted, non-interactive assets because there's simply no other way to fill the space without a thousand-year development cycle.
This all feeds into the final, most important factor: man-hours. Creating a tiny, interactive gag like a microwave that beeps when you press a button is trivial from a coding perspective. But in a modern AAA pipeline, it requires sound assets, UI elements, and a bespoke, motion-captured character animation of someone pressing the buttons, lest the player base revolt. That simple gag just became a month of work for three different departments. It’s the first thing to get cut from the budget.
A Tale of Two Remedies
If you need proof that this is a choice, not a limitation, look no further than Remedy Entertainment itself. In 2019, they released Control, a last-gen game where you could telekinetically rip chunks of concrete from the walls and reduce entire office complexes to rubble. It was a glorious, chaotic ballet of destruction. A few years later, they release Alan Wake 2, a technical showcase where the environment has all the structural integrity of a diamond. It’s the same developer. The difference is a shift in priorities, away from dynamic, physics-based environments and towards curated, cinematic presentation.
It's Okay to Like the Pretty Picture
Again, I want to be clear: Alan Wake 2 is a masterpiece of atmosphere and storytelling. Resident Evil Village is a brilliant horror theme park. These are not bad games. But playing them feels like being on a guided tour of a museum. You can look at the stunning exhibits, but for God's sake, don't touch anything. It breaks the sense of place, that feeling of being in a world rather than just looking at one. It’s an intangible loss, but one that gnaws at the edges of the experience, reminding you that it’s all just a facade.
Maybe it's time we stopped rewarding sheer scale and graphical fidelity above all else. Maybe it's time we started celebrating games that are smaller but denser, that give us worlds we can mess up. Give me a messy, reactive room over a perfect, static museum any day of the week. Give me a world where I can shoot the damn coffee mug and watch it shatter.