This is really just food for thought, but I've noticed a tremendous difference in the style of 3d in print, movies, video games, and the industry our company is based in (for those who don't know, we provide training software with different levels of interactivity). The question is why is there such a difference. All of these (unless done as an artistic project) are under the constraints of a budget. You hear that pretty often I'm sure but what does it mean? If you have a certain amount of money to work with you can only pay your 3d content developers a certain number of hours. Proper planning and coordination can give you a feel for how long you have, what you need to create, and what major areas of importance. This can be used to determine how much detail you can put in and where you need to put it. Additional considerations are post-production/processing. Cinema differs in that there needs to be a certain level of believability in your characters. Don't confuse this with realism, they're totally different. If you've seen Antz or Finding Nemo then the difference should be pretty obvious. The characters had a personality though. A substantial amount of time is spent not only in modeling characters but in bringing those characters to life. Since developers for cinema typically have to compete for their jobs the work evolves itself. Video games are very similar with the exception that they are based on platform technology. This gets complicated even more by computer systems and differing requirements. Quite often the developers have to cut back the level of detail on certain aspects because of restraints determined by the target audience and the technology projections of the estimated release date. In the gaming industry the production timeline is typically rigid because of how competitive the industry is. In the field of educational 3d the level of detail expected can fluctuate wildly. Sometimes a simulation is needed where realism is the key and sometimes simply showing representative objects best serves the objective at hand. Print is probably the hardest industry on 3d artists because you not only have to create the objects and textures, but light the scene set up the camera and hopefully capture the exact message/feeling you were going for. These are only some of the reasons for differing styles and level of detail and quality, so feel free to let me know your thoughts on this.
EDIT: I originaly posted this in my companies forums but thought it would be appropriate to put a copy here as well. I didn't take into account the engineering respects of 3d (my degree is in multimedia so I often unintentionally overlook this aspect). This is ironic since most of my modelling is closely based on engineering principles.