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Old 08-23-2006, 03:40 PM   #17
Orange Brat
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Myst for example... currently playing IV. By some of the above definitions it can't really be called "3D" because it's all pre-rendered with some real-time stuff over it, but then it's not really "2.5D" like your Syberias etc and you certainly can't call the format "2D" either. Shall we call it "2.9D" ? At the same time, it is first person and supports stereo 3D glasses, which makes it 3D by (Crapstorm's definition). But then it includes FMV, which adds another crook in the crank.
Myst IV is a 2D game with some realtime effects thrown in. The FMV is pure 2D, the hand is probably a 2D sprite, although it could be a realtime 3D mesh, as well. I can't remember characters but they're probably 2D actor or sprites or 3D meshes that were saved out as animated sprites. The FMV transitions combined with the ability to look at each node gives the illusion that is is a 3D world, but it's all flat, 2D graphics using a special technique to make it appear 3D.

On the other hand, Myst V is a pure 3D game, as is Dreamfall, BS3/4, and Fahrenheit.

Grim and MI4 are 2.5D because they combine both 2D and 3D.

Controls are irrelevent, although it's usually a better idea to have direct controls in a pure 3D environment(even if it's 3rd person, fixed cameras like BS3/4). P&C is a lot harder to make work rightin realtime 3D, but it's been done before....just not all that great. The best direct control was BS3 if you had a gamepad(PC version). Camera relative is the way to go because character relative requires you to rotate the character and then press whatever the move forward key is to move. In a camera relative world, it doesn't matter which way the character is facing. If you press the "up" key the character automatically turns into the direction the camera is facing and goes that way. If you press down it heads towards the camera, and the same for left and right. If a camera transition occurs, then the character should continue on it's current course until you let up on the key you were pressing. After that, the controls reset themselves. If the controls reset themselves immediately after a transition from one camera to the next, this will lead the character abruptly changing directions depending on what key was being pressed. Grim Fandango did this, and it was awful sometimes(but better with a gamepad).

However, character relative works well if you use a mouse for rotating the character. Doing via a keyboard can be pain if not implemented correctly.
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Last edited by Orange Brat; 08-23-2006 at 03:46 PM.
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