God Hand is kind of a good example of this. It had really excellent models because it was a martial arts game about kicking guys into the air and pounding the crap out of them, so the models needed detail to bring out the differences in purchased moves and stuff, but the environments, while varied and interesting as well as atmospheric, were never really all that GOOD to look at in terms of pure pixel count. If the game had focused on making EVERYTHING look brilliant instead of just models and special effects, the game probably would have had a terrible framerate. Part of designing good games seems to be recognizing one's limits.