Adrian Chmielarz describes his experience with not being immersed into the high budget spectacle of the beginning of a new blockbuster game with recognisable accuracy. I understand the problem. But I think solving this problem is besides the point. I think these sorts of spectacles don't understand the nature of this medium, or respect it. And as such, they will never be able to realise its potential.
The trick is not to convince the player that the characters in a game are real. The trick is to make the player accept that they are not, and accept them for what they are: automatons, possibly very sophisticated automatons. And the areas where the automatons differ from organic creatures are exactly the places where art can happen. It's no coincidence that art and artifice and artificial are related words.
The way in which digital creatures differ from real ones is how we express ourselves in this medium. A painting of an ugly person can be beautiful.
Adrian's suggestion of a sort of contract between spectator and creator is a good one. But shouldn't his contract already exist? We use it in all other art, don't we? The trouble is that game developers are not following their end of the contract by not accepting that the world they are creating is a fabrication. Instead they think it is a representation, in the way that photography and film can represent existing organic life. And by doing so they miss the wonderful opportunities that this medium offers for making art that is far more interesting than most cinema.
This is a problem, as so many in games development, that can be solved by artists. It is not an engineering problem, it is not an AI problem or a budget problem. It's an aesthetic problem of the kind that artists solve several dozens every day. As ever, the solution is to simply put artists in charge of art creation. But when that will happen in games, or if at all, is the question.