The trailer does not make Orcs look great either, with them also being very humanized.

Especially when you compare them to Divine Divinity and DOS1 concepts:

https://static.wikia.nocookie.net/divinity2/images/4/4f/The_Giant_Orc_Concept_Art_%28Divine_Divinity%29.jpg/revision/latest?cb=20200129152202
https://static.wikia.nocookie.net/divinity2/images/7/74/Orc_Concept_Art_%28Original_Sin%29.jpg/revision/latest?cb=20231019122124
https://static.wikia.nocookie.net/divinity2/images/e/ef/Orc_Concept_Art_2_%28Original_Sin%29.jpg/revision/latest?cb=20231019122207
But of course, much of the issue comes down to workload.

Especially when they're using a lot of mocap for animations, which simply won't work well when used for non-human proportioned races given that mocap actors are typically humans.

But beyond that they'd have to factor in making items that fit all these different shape bodies. Which is a similar reason why body shape alterations are also limited (Not just in BG3 but across most games too).

Having an actual diverse racial line up does bring along this need for extra work to implement it. Hence the prevailing trend of humanizing everything. It's basically the exact same thing as Star Trek aliens all being just humans but with play-doh stuck to their head. It's just easier to do than to put in actual effort to say, rig up and use puppets (Like in Farscape for characters like Pilot or Dominar Rigel XIII) that will thus be less polished due to not being moved directly by a real person.

Also, while there is AI (Machine Learning, not the GenAI slop), it's still only great for simple actions. Like getting a multi-legged robot to walk around a map (As seen in Arc Raiders) rather than the more nuanced animations associated with an individual interacting with many differernt things.

Last edited by Taril; 18 hours ago.