Tagaziel wrote:We use slightly different dictionaries, I believe:
Real 2D means to me that the game uses assets created in two dimensions by hand. That's what I was referring to when I said that the manner of their creation matters.
Real 2D to me means that the engine deals only with flat sprite layers, and that it loads and makes use of only 2D bitmaps (and/ or video). The method of asset creation [to me] is unrelated; (in the same way as the use of a paint program to illustrate sprites versus using scanned photos of illustrated sprites made with gouache or design-marker). To me 3D art is just an illustration tool ~unless the engine uses the models directly.
Many people praise Fallout's 2D artwork, forgetting entirely that it was all made from pre-rendered 3D models and if the developers could've used a 3D engine safely, they would've.
It's true. Even the clay heads, ultimately.
ravenshrike wrote:Do you really doubt that if the tech had been there Wasteland wouldn't have been isometric or fixed 3D? The late '80s top down was always a silly constraint from tech limitations.
The technology to make isometric and 3D (looking) games was
Bard's Tale shipped three years before Wasteland, and it was first person.
'Congo Bongo' was Isometric (looking) back in 1983 ~and they had DOS & Apple versions of it.
(I'm not saying it was good isometric though
; just that I do believe that Wasteland's design was not strictly tech limited; and that they had other options.)
It's the same as with Fallout ~it was designer choice. Fallout was Iso "Cavalier Oblique
" because it worked for what they wanted. And before Fallout they shipped Stonekeep, and that was a first person dungeon crawler (with dual wielded weapons, up to 4 NPCs