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You might look at this now and go "just scale the render down to a lower resolution and you're done!" But that isnt something you could do with the SNES hardware.
Let's get a few basics in order first. Real time rendering vs pre-rendered. Real time is what most 3D games use. That where your machine's hardware is drawing the image in real time. Pre-rendered is using a lot of computing power and time to make one frame. 
In both instances, context for what you're doing (what activity you're participating in) is a huge part of getting audiences to buy into the experience. It's more than just a game where your using a turned based combat system. It's more than just a roller coaster. There's story.
Its important to understand what the visuals are communicating to the players. It's something you can harness, or if you're not careful, message without meaning or intent. Depending on the intent, you can make it subtle (or not so subtle in this case)
For me personally, I look up to him as a creative who was both aspiring for s better world but also incredibly honest about himself and his own weaknesses. The Twilight Zone reflects so much of this. But that makes sense since he wrote 92 of the 156 episodes of the show.
This is some Orson Welles' shit right here
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by @suppuuri view original on Twitter