And what’s wrong with a little realism in our fiction? Using misrepresentations that are so common they’re awful tropes robs the game of a real, marketable, distinguishing factor from the competition. It produces an aesthetic that isn’t just realistic, but relatively unique in today’s market.
Look at it this way: You’re flying along, and there are tons of stars in view. A minute or so passes, and you reach your destination: A planet. As it comes into view, the background stars fade, and you’re left with a bright, vibrant world on a flat, black, satin background. The planet stands out, because it suddenly appears as if it’s in a void.
Which, really, it is.
When you have a rich star field in the background, the foreground appears muted. In fact, looking at games like EVE, where the backgrounds can get really loud, the planets often end up fading into the background. It becomes a reminder that that’s all planets are in that game: Background dressing.
Now, this may not be the best example for Infinity, but consider this as an example of what I’m talking about in the general case:
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The planet, and its ring, are in the foreground, but the subject of the painting would appear to be the background nebula.
Even here, with Mars on a significantly more muted background, the impact of the world is muted. While your eye is initially drawn to the planet, due to decent composition, the band of stars in the background ultimately pull your eyes away from the planet. The one thing the background actually does do here is highlight the night side of the planet, so that it doesn’t just blend into the darkness, but that kind of blending is exactly what we see in real life! It produces the effect of phases, which isn’t something you see in most space games.
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Realism as art direction isn’t something you see a lot of. I think it would make the Infinity universe stand out.

. Some of our artists didn’t like the fact that red light more or less makes everything, well, red and presumably neither did the artists for those other games.