Not every game requires fluid cinematics or beautifully motion-captured combat rolls, and that’s part of the beauty of it. The slower stuff still smashes on the basis of static art and little movement, especially in turn-based tactics, narrative-heavy visual novels, or lo-fi pixel trials. But when a game does drop heavily into animation, whether it’s a cinematic set piece, an active fight loop, or just a reactive
environment, it needs to land clean.
In interactive worlds, movement speaks louder than words. Unlike films, where the director controls every frame, games put the camera in the player’s hands. That is, animators aren’t allowed to fake angles (or try to obscure wonky transitions), models must hold together under scrutiny, viewed from above, from behind, or right into the camera during a lock-on dodge. The little things: how you shift your posture, the timing of that gun recoil, how a cloak settles after you land from a jump, stand to sell the believability that a world is real far more than anything textures can offer.
Studios that know what they’re doing with this stuff treat animation like narrative. Every action, every step, every idle loop tells you something about who the character is, what they’ve been through, what they’ve still got to face. And in the case of AAA titles, which frequently build dedicated animation departments just to get this right, lots of devs rely on outside pros to ensure it doesn’t become unwieldy.