| 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 disagree, lots of people have fallen into pits simply because the game isn't displayed in 3D. The level design wouldn't play nice in 2D, you'd have to create an entire different game essentially. Some parts would be playable since they were designed as 2D Mario in 3D but parts like the one you showed would be hindered by being in just 2D. The enemies on the lower path just couldn't be there in for instance since you couldn't kill them like the ones on top. You'd keep getting stuck on the upper platform. The japanese/ chinese castle stage would also be significantly less impressive if it had to be spread out across a 2D plane. The level design drives you to goal. This is different from 2D Game Design unless you consider almost half the levels in Galaxy to be 2D game design.












