Great art and architecture are made within interesting constraints. That's why there are different mediums and why FallingWater is so famous. I think it's fantastic to hear this and it was one of the few games with an interesting premise and look at that time.
Developers of the 2008 parkour classic Mirror's Edge reveal that its now-iconic sterile white aesthetic emerged as a practical solution to severe motion sickness caused by early, gritty prototype environments. By stripping detail and using bold color accents for navigation, the team transformed a generic Unreal-style city into a distinctive visual identity that balanced style with player comfort.