remember for realism, it's not just polygon count, resolution and colors. you've also gotta have really good physics: particle, liquids, fabrics, inverse kinematics, all calculated in real time. you could never animate all the potential movements for every character in a game. if you look at the Unreal Tournament 2 video, that is like the first baby-steps of realistic looking physics.
i would consider realism - yeah basically like an episode of Seinfeld where you control one of the characters, and you could interact realistically with EVERY aspect of the world. you should be able to break and build things and create chemical reactions, you should be able to boil and freeze water. you should be able to pick up a coat hanger and stick it into a wall socket and shock yourself.
i would consider realism - yeah basically like an episode of Seinfeld where you control one of the characters, and you could interact realistically with EVERY aspect of the world. you should be able to break and build things and create chemical reactions, you should be able to boil and freeze water. you should be able to pick up a coat hanger and stick it into a wall socket and shock yourself.