Się zmieniło nieco od czasów poradnika Chrisa Crawforda (tego od Eastern Front (1941) czy Balance of Power, choć dziś chyba bardziej znanego za sprawą The Art of Computer Game Design (1984) i Chris Crawford on Game Design (2003):
Don’t make the common mistake of creating cute graphics solely to show off your ability to create cute graphics. Graphics are there for a reason: to communicate. Use graphics to communicate to the user forcefully and with feeling, and for no other reason. Plan functional, meaningful graphics that convey the critical game information while supporting the fantasy of the game. Don’t use graphics tricks as a crutch for a bad game design. If the game is dull and boring, no amount of graphics gift-wrapping is going to fix it.