Here is what a true artistic vision looks like:
X2 the thread (2003):
> The game starts with cutscene of a human in a spacesuit hacking a docked ship. Then he boards it, tries to excape the station police but is caught.
> In the next cutscene, you are escorted to an office, where you start discuss a proposition with some buisiness man.
These events are only in the cutscene. They are not part of the game itself, since it would be impossible to do in a realistic scope in a cideo game.
X4 foundations (2018):
Hacking ships is a feature
Boarding ships is a feature
Ships and stations walkable interior is a feature
Walking into a representative office to talk to them is a feature.
They literally implemented everything needed for the intro they dreamed of 15 years prior was completely possible. That's not a normal progression. That is a single vision being held across decades, and implemented to perfection.