> It's common for games to have an intentional designed aesthetic ... to create specific emotional impacts and effects.

And before games this was true of movies and before that photos and paintings. A master cinematographer can spend hours lighting a shot that will later be praised for its 'gritty realism' :-).

One theme that is common to almost all visual art that strives for some form of realistic appearance is that they start out with real material appearances and physical lighting behavior. Both are inescapable parts of the reality in our physical world, anyway.

By extension, this means that it is highly desirable to have a renderer capable of reproducing the real world as a baseline for highly controllable aesthetic tweaks. When you look especially at VFX specific tools, they have - almost without exception - two layers of tools: the first creates a realistic simulation (e.g. water/fire/shattering...) and the second layer allows for tweaks to control the final look.

If you want something realism-adjacent that makes sense. If you want to create Antichamber, which is a game about non-Euclidean geometry, maybe not. You can carefully try to match up the lighting on both sides of an invisible teleporter, but it's going to be much easier if your engine doesn't try to do lighting at all. (Antichamber is mostly flat colors, basic flat shading, and hand-drawn accents)

Yup. I once came across a (picture of a) test print made by one of the old black-and-white street photography greats, and it was all marked up with development adjustments for better lighting, contrast, and subject separation. Those were always a photographer’s main concern.

I think a Horizon Zero Dawn developer characterized their approach as “more realistic than reality” or something along those lines, i.e. they were aiming for the kind of perfect saturated look that you would only get in that golden hour with ideal surroundings but that we all recognize as real and at the same time don’t find too dull to stare at for hours. And I think for daytime HZD did do that quite well.

> I once came across a (picture of a) test print made by one of the old black-and-white street photography greats, and it was all marked up with development adjustments for better lighting, contrast, and subject separation.

Likewise, Ansel Adams is particularly famous for popularizing manipulation of exposure, both in-camera snd during development.