Rich and Morto reference slow clap <| sep |> The underlying tech has improved , including the tools to accomplish great looking games , but there ' s always going to be fundamental challenges that won ' t go away . The tech is an enabler for your art style , no one really cares if you just throw every effect and stupidly high detail textures if it still looks like crap in the composed scene . Then there ' s the issue of having your art benefit and show off your high fidelity image , and whether the mode of gameplay really presents all that hard work well . Does anyone really like being taken to a cutscene for the sake of let me show you my graphics ? Getting the production capability to produce high fidelity games is another , a lot of the time it involves throwing a lot of manpower at the problem for multiple years . Few companies can do that , or are willing to do it if they don ' t think it ' ll pay off . It ' s a marvel that companies can literally create worlds and then throw themselves into another project to create another .