That may be true, but the catalyst for this discussion was a dev stating that's what they were going for, as I understand it.What I'm effectively pointing out is that the argument about 'cinematic experience' of why one would prefer a lower framerate is a bit far fetched, given there are practically no games that attempt this.
That's for a reason with nothing to do with camera limits. Film is telling a story through the eyes of a third party observer, and deliberately shows events from multiple POV to build up the whole story. It's much easier to understand and relate to a person when you can see them instead of inhabiting their body. Even at 120 fps, a first-person movie would likely be a bit poop. Although of course some have gone there too via the handycam movie, and cinema goers have enjoyed 24 fps horror. The low framerate probably helps with the confusion and visceral response.Look at it from this angle; How many movies are filmed from the first person perspective? It's quite rare you ever have that view at all, except for perhaps short sequences where the director wants to portait a specific point etc.
It depends what one's definition of cinematic is. Clearly a game can't use funky, ever changing camera angles. However, a game can adopt a cinematic representation 'what if this was a real thing and a guy with a camera followed the protagonist around and filmed events'. That's where The Order can aim for the cinematic quality. Take a steampunk story in Victorian London and have the majority of camera work a follow-cam along with cut scenes. Make it look like you're watching a movie by including choppiness and blur and various post effects to simulate a camera lens recording the action instead of a human onlooker. The same look of The Order could be recreated in RL with actors, props, and a cameraman following the action in the same way. It probably wouldn't win awards for pacing or cinematography, but technically The Order would be cinematic in terms of what is required to produce a cinema film and optical look (even if not visual structure).I get that people are happy with 30fps if it means we get better graphics. But I don't quite buy the argument that in games, 30fps feels better for cinematic experiences.
That's only true for first person games. For third person games, a camera following the action with a camera's limits is perfectly justifiable, and helps recreate on screen how live action would look is so captured. That's the aim of a lot of devs at the moment - to get what's on screen from the console looking as close as possible to what's on screen from the DVD/BRD/STB/airwaves.Only I don't think it has to do with targeting a specific audience, primarily.
I think cinematic rendering is done, because it can be done. Photorealistic rendering has been, and still is, a holy grail of sorts, particularly distant in real time. I think it is a natural extension of rendering history that we end up mimicking film, warts and all.
Because it makes no sense at all when my barbarian walks around a mountain and looks down into the valley having his naked eye vision disturbed by lens flare, apparently through a six-bladed aperture and at least eight lens surfaces, seemingly uncoated. Hmm, maybe a pre-war Tessar design, only the field of vie....What the Hell?
Curiously I thought that for a while about CA and distortion, but it's not true. These still exist; devs just go over the top with it. The right amount of simulated lens limitations help create a sense of authenticity.Motion blur is its own problem, and it's hilarious and sad both to see games adding distortion and chromatic aberrations at a time when both are largely cured in photography.
Edit: I'll add another example to the discussion. What if a game dev wants to recreate the aesthetic of an Aardman Animations claymation, such as with a Wallace and Grommit game? If they can produce the visuals in photorealistic quality, how would the framerate affect the player's visceral response? At HFR, it'd look not like clay animation but like little, real-life plasticine people. The only way to nail that Aardman look would be to cap the framerate to 12 fps. Then it would look just like an animation.