spemanig said:
Mario 64 wouldn't world with those modifications because the level design is structurally different. Isometric is not "just a way of visually representing a 3D object." It's a very specific type of game design, exactly the same way 2D is not "just a way of visually representing a 2D object." It's a fundumental type of game design not restricted at all by how a game is rendered. That's why retarded terms like 2.5D don't make a lick of sense. Donkey Kong Tropical Freeze isn't a "2.5D" game; at a 2D game rendered in 3D 3D specific spectical. The fundemental game design is entirely 2D. Super Mario 3D World/Land are the 2.5D of isometric game design. People think that just because the game is rendered in 3D and you now have controll of the camera sometimes, that the entire rest of the game design, which 100% is isometric, is null. It's not. That doesn't make it bad. That makes it different. It's a different type of Mario game. A different catagory. A different subgenre. ------- Donkey Kong Tropical Freeze = 2D Platformer Rendered in 3D
This could be rendered entirely in 2D with literally no sacrific to it's gameplay. It would be 100% playable. 2D Game design. ------- Super Mario 3D World = Isometric Platformer Rendered in 3D
This could be rendered entirely in 2D with literally no sacrific to it's gameplay. It would be 100% playable even with the mandatory fixed camera inherent of games rendered in 2D. Isometric game design. ------- Super Mario Galaxy = 3D Plaformer obviously rendered in 3D
If this were rendered entirely in 2D, it would 100% unplayble. The three dementional movement and 3D camera is a fundemental part of the game's core game design. 3D game design. ------- Capisci? |
I see what you mean. It's got isometric style level design where they intentionally restrict what they built to stay within the limitations of what you could do with isometric graphics.
A 3d rendered isometric game and a full 3d game with stylised isometric inspired level design is probably the exact same thing.










