In the movies, the past has a certain specific look. Depending on which era is depicted, the film stock is different, the grain is more pronounced, colours are graded according to decade. The ’60s have the yellow-tinted look of an old photo, the ‘80s look neon, and anything before the First World War looks like a painting, its colours burnished. If the past doesn’t look like the past, well, it ain’t authentic, is it?
In video games, you’re usually in a hurry. You’re saving the world, trying to save the president’s daughter – or, on the other side of the spectrum, you’re running away from the cops after robbing the First Bank of Los Santos or, if you’re less criminally inclined, a horde of infected intent on tearing out your throat. Under these circumstances, it makes sense that the player’s first instinct is to look for the run button or sprint command. More than that, though, so many games are about getting from A to B. This kind of behaviour is reinforced by secondary objectives like “Get to da choppa in less than 2:00” or by rewards inversely proportional to the time you took to do what you were supposed to.