Slashdot Mirror


Why Haven't 3D Graphics Surpassed 2D Game Art?

Thanks to GameSpot for its 'GameSpotting' article discussing the longtime game player's "soft spot" for 2D games, and why, in the author's view, "3D polygonal graphics still haven't entirely surpassed 2D game art." He explains: "In a way... I think the cinematic power of gaming almost took a step back with the transition from 2D to 3D. 2D game characters are displayed precisely how the artist chooses to display them to you. There is no extraneous frame of animation to be found. 3D game characters, meanwhile, are yours to control, so you may rotate them and view them from whichever unflattering angle you like." It's also argued: "2D games handle collision detection (or the interaction between two characters or objects) better than 3D games do... [and] I think 2D game characters still have the capacity to display more-lifelike emotions than 3D game characters do."

109 comments

  1. Difficulty of 3D Games by Aggrazel · · Score: 4, Insightful

    Here's something else I've noticed, with rare exception, 3D games to me seem easier than their 2D counterparts.

    Maybe its me, but games like Metroid Prime aren't nearly as difficult as the original Metroid. It just seems to me that 2d games are easier to balance and whatnot, easier to see where the player is going to be and to "force" people into using a certain strategy.

    As far as art, well, thats subjective. Creating an immersive 3d world is much more challenging than creating a painting. Screenshots don't often do games justice, you have to experience them, see how they move, in order to appreciate the art and work that went into them.

    1. Re:Difficulty of 3D Games by Snowmit · · Score: 1

      I would argue that the fact that 2d games can force you into using a certain strategy is a bug, not a feature. Assuming that you're right about this, I would say that the freedom afforded by 3d is a good thing. It empowers the player and lets them be creative.

      I would guess that the real reasons that you find 3d games easier for you than 2d games are:

      1) If you had played a lot of 2d games before getting to 3d games then you are probably a pretty experienced gamer. When you were just getting started you weren't as skilled as you are now. 3d games are blanced for the average player, who is probably not as good at games as you are.

      2) Designers have realized that there are more ways to make a entertaining than just forcing the player to play sequences over and over again until they can make pixel-perfect jumps. With more tools at their disposal, they can make a game amusing instead of frustratingly hard. This broadens the playerbase (you don't have to practice for hours to enjoy a game these days) which gives them more money.

      --
      I have a lot of opinions about Cyborgs and Architects
    2. Re:Difficulty of 3D Games by squaretorus · · Score: 3, Insightful

      The concept of the 'pixel perfect jump' disappears to a great extent in the 3D space. Sonic, Mario etc... in 2D could be a brilliant balance of flat out random jumping and running with slower, reactive pixel perfect leaps.

      The visuals for these could be hugely tightly controlled, as the developers knew exactly where the gamer would spend most time, and need the most accurate visual queues. The big snail slowly wandering left to right could be jumped in one if you stood on THAT pixel and jumped when the snail was just about to turn... THERE!

      In 3D you have wandering camera angles, zoom factors, cards giving differing qualities of representation. Everything is NOT precicely as the developer intended.

      To enjoy computer games is to enjoy precision. If you cant represent a world precisely enough youd better make success a bit easier to avoid pissing people off. Your Metroid example is spot on. The visuals are far from whooly, but they lack the crispness of the original.

      As for collossion detection! Theres a corner in TOCA Race Driver 2 where I keep catching the barrier - even though I can see clear air between my car and the barrier as I hit it! BASTARD thing! They better fix that in the next patch!

    3. Re:Difficulty of 3D Games by TheOnlyCoolTim · · Score: 1

      I think there's been a slow move towards games becoming a sort of narrative that is designed to be completed. Compare to old arcade games like Pac Man that didn't even have an ending designed into them.

      Tim

      --
      Omnia vestra castrorum habetur nobis.
    4. Re:Difficulty of 3D Games by KDR_11k · · Score: 3, Informative

      In a 2d game there's less space. If there's a monster in front of you, it blocks the entire path and you'd have to jump over it. In a 3d game there'd also be the option of running around the monster. To prevent that the monster could be made larger and the path narrower, but that would be problematic. How would you make a goomba in a 3d Mario game block a path? You'd have to make a very narrow path that's easy to fall off.
      Since it's easier to see what's going on in a 2d game since there's nothing obstructing the view you could also demand higher precision. One-hit-kill 3d games are pretty rare and 3d platformers often suffer because judging distances and such isn't easy in 3d.

      Besides, the original Metroid was damn hard/frustrating even compared to Super Metroid.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:Difficulty of 3D Games by KDR_11k · · Score: 1

      Freedom isn't always the goal in games. Not every game tries to give the player a choice, most games are so strictly linear that any bit of freedom is caused by bugs, even (or especally) in the 3d age.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:Difficulty of 3D Games by Kyouryuu · · Score: 1

      This is very true. As the Half-Life speed run and many other 3D games show us, it's very difficult to obstruct the player's path in 3D, especially if the game aims to have realistic environments. Enemies usually have to move in order to attack, and you can only lock so many doors. ;)

    7. Re:Difficulty of 3D Games by hunterx11 · · Score: 1

      I dunno, I think Pacman has a decent ending

      --
      English is easier said than done.
  2. It's the level of abstraction by foidulus · · Score: 4, Interesting

    kind of like the difference between animation and live action movies/television. There are certain things you can do in animation by not making the characters concrete. A live action family guy would probably be disturbing, much as the live-action tick is. The charm in those shows was that you were dealing with somewhat abstract beings. The same thing goes for games, for certain games, I just want an abstraction of what is going on, ie 2d, I don't want something that is nitty gritty realism. For others(doom 3!) that works out really well. I think it largely depends on the game itself and what the authors are going for.

    1. Re:It's the level of abstraction by Pendersempai · · Score: 1

      Yeah, but you can have 3D 'abstract beings' much more easily than 3D photo-realistic beings. See: Zelda Windwaker.

      And you can certainly have photo-realistic 2D graphics.

      So I don't think your distinction is particularly valid, insofar as the photorealism/abstraction continuum is independent of 2D/3D.

  3. quite full of bull by gl4ss · · Score: 3, Informative

    you can use 3d badly, yes.
    you can use 2d very badly too.

    both can be used well too.

    personally do you want to go back into having 2d graphics on a 3d game? candelabras that look the same to every direction kinda suck.

    --
    world was created 5 seconds before this post as it is.
    1. Re:quite full of bull by chrismcdirty · · Score: 2, Insightful

      I wouldn't say the author is trying to say that. I think the point is more that the art is lacking. The candelabra doesn't have to look the same in every direction, but it doesn't have to look drab, either.

      Although, I think 2D in a 3D game is great as cel-shading in proper instances. Wind Waker was appropriate because of the cartooniness they added to Link. I couldn't stop laughing when he was launched out of the canon into the wall of one of the first fortresses. Tales of Symphonia, eagerly awaiting to be played on my desk, looks like it does cel-shading very nicely, giving the game the feel of anime.

      --
      It's like sex, except I'm having it!
    2. Re:quite full of bull by Grym · · Score: 1

      I wouldn't discount the parent too much though. He has a point. Take Warcraft 3, for instance. It's 3D, but the level of detail is quite good, and the artwork rivals that of any 2D game in my opinion. This shouldn't be surprising, though as Blizzard is known for putting a lot of effort into their games.

      Now contrast that with something like SOE's Plantside. The environments feel very empty and "unlived". The same textures are used everywhere. So once you've fought inside one base, you've virtually fought in all of the 100s of bases and towers in the world. Again, this shouldn't be surprising. SOE has a history of merely excreting out games to meet timelines.

      My point? How good a game (2D or 3D) ultimately depends upon the effort of the devoloper. I believe the real reason for most of the crappy 3D games out there is that the developers feel they can just slap "3-D !!!" on their box and all effort will have to stop there. That said, yeah, there are some technical differences that make 3d artwork have the same quality. I won't deny that, but I don't think that minor hurdle is the real problem.

      -Grym

    3. Re:quite full of bull by gl4ss · · Score: 1

      but if it looks different to different directions it is '3d'.

      if the author wanted to make a point that 'graphics were better looking when i was young' it would have even less insight(and be ~5 years late and choose to ignore the fact that there were dozens of games with shitty graphics before 3d was possible). come to think of it he seems to be making the claim that for example wing commanders were better looking when they used pre-rendered graphics - they weren't, the first few of the series were better games though.

      --
      world was created 5 seconds before this post as it is.
    4. Re:quite full of bull by Rayonic · · Score: 1
      you can use 2d very badly too.

      Preach it! I can't count the number of times I've had to make a blind leap of faith in a bad 2D platformer.
    5. Re:quite full of bull by PaganRitual · · Score: 1

      candelabras that look the same to every direction kinda suck.

      then you must hate real world candelabras as well, arent they symmetrical anyway? :)

      if they arent, then ignore me. im just a gaming nerd, ie an uncultured swine. all i care about with candelabras is if they have a cool glass smashing effect when i shoot them :)

    6. Re:quite full of bull by 17028 · · Score: 1

      You're thinking of a chandelier. Sorry for the interruption! Carry on!

  4. 3d vs 2d by Anonymous Coward · · Score: 2, Insightful

    There's some truth to the statement that graphics took a step backwards with the transition from 2d to 3d. The best example of this comes from the Monkey Island games. Curse of Monkey Island looked superb... graphically it was pretty much on a par with any cartoon you'd see on TV. Escape from Monkey Island looked awful, like a 3rd rate fps from a budget development studio.

    However, I think 3d has come on a long way, particularly over the last year or so. Farcry and UT2k4 are stunning to look at and I'm sure that Doom 3 is going to take things even further forward. 3d games have to contend with the fact that the bar is set quite significantly higher for them. It's harder to do photorealism than it is to do a cartoon and it's taken 3d gaming a while to catch up, although it's finally geting there.

    My particular dislike is this nasty half-and-half measure we've been seeing more of recetly, with cell-shaded games. I'm thinking of Zelda: Wind Walker, Mario Kart 64, Auto Modellista etc. The screenshots on the box look great, but I find that the games look pretty hideous most of the time while you're playing, except from a few select angles.

    1. Re:3d vs 2d by ureshii_akuma · · Score: 2, Insightful
      My particular dislike is this nasty half-and-half measure we've been seeing more of recetly, with cell-shaded games. I'm thinking of Zelda: Wind Walker, Mario Kart 64, Auto Modellista etc. The screenshots on the box look great, but I find that the games look pretty hideous most of the time while you're playing, except from a few select angles.
      And here we get to the subjectiveness of what art is "better." See, I would use a game like Wind Waker as an example of how 3D is getting better, and capturing a lot of the expression and artistic display lost in the transition from 2D to 3D. Despite what angle I choose, that game always looked gorgeous, and the characters were full of life, expression and, well, character.
  5. Depends on what it is by chendo · · Score: 1

    Something that is overly dynamic (such as an FPS, RPGs, etc), it's not easy to represent an enviroment with static 2D images, whereas other game genres that don't require dynamic graphics like visual novels/hgames where things are always some sorta restrictions to the storyline, I have to agree that (good) 2D images far surpass 3D.

    Having tried both forms of H-Games (IPVR and
    That said, it's possible to combine both 2D and 3D together. In a not-so-recent example, Ragnarok Online combines 2D sprites with a 3D enviroment to bring the best of the two types together, although apparently there were some 3D monster models in the data paks that they were testing, but it's mostly 2D sprites.

    --
    Founder of Mirror Moon - Tsukihime Game Trans
    1. Re:Depends on what it is by May+Kasahara · · Score: 2, Informative

      There's a number of excellent strategy RPGs that do the same thing, as far as combining 2D sprites with 3D environments-- including Final Fantasy Tactics, La Pucelle, and Disgaea. Because the characters are typically small and superdeformed, perhaps something would be lost by making them 3D...

    2. Re:Depends on what it is by KDR_11k · · Score: 1

      The Legend of Zelda: The Wind Waker, Final Fantasy: Crystal Chronicles, Harvest Moon: A Wonderful Life and Grandia II are games with polygonal SD characters that I could think of off the top of my head. I think the SRPGs using sprites is either caused by the developer not embracing polygons yet or simply the unfeasability of using polygonal characters in these numbers (FFT with polygonal characters might be feasible on the current generation of consoles, but not on the PS1). Though I'm not sure, does the Fire Emblem game for the Gamecube use polygonal characters or sprites? From the screenshots I saw it's impossible to tell.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Depends on what it is by BexGu · · Score: 2, Informative
      You can have it another way around, i.e. having 3D environments and characters but you view everything in a 2D plane. The best, and I think really the one true example of this is Viewful Joe for the gamecube. Using this system allows you have the best of both worlds: 3D environments that allows for a lot of creativity/expression, and has the precision and control of 2D gaming.

      Another example of 3D environment with 2D play style that I think really works is the battle system in Tales of Symphonia. Everything happens in a 3d environment, but when you target an enemy you face that enemy on a linear plane. You can only move forward, backward or jump. The camera is always a decent distance from the monsters on screen, allowing you to be aware of all the other monsters. Want to doge an attack? Switch to another monster, refocusing the linear plane your character is on. This technique is actually key in order to dodge the effects of some of the higher level spells later in the game.

  6. I agree by hsoft · · Score: 1

    I prefer 2D games. I can't be alone! Take out the cinematics, and graphically talking, I almost prefer FF6 to FF7. Ok, maybe not quite, because FF6's graphics are quite outdated, but still... Let's say that I prefer "Tales of destiny" (PS1 2D RPG) graphics.

    I played both UO and SWG (Koster follower). I know that a lot of people say that UO's graphics are awful (I'm talking about the 2D version here, not the 3D), but I still prefer them to SWG's graphics.

    And here come the hypothetical examples. 3D Starcraft? Please don't! The graphics are cute enough as they are. 3D Civ? Would be awful!

    A good test to make would be that everybody list their all-time favourite games, and see if they are 2D or 3D. How many FF4/6, chrono trigger, startcraft/warcraft would there be in that list? Of course we could use the recent Title Fight gamespot made, but the divisions were very badly made, because all the old games were in the same division, and UO was in the same division than all other ultimas...

    --
    perception is reality
    1. Re:I agree by iMMersE · · Score: 1

      And here come the hypothetical examples. 3D Starcraft? Please don't! The graphics are cute enough as they are. 3D Civ? Would be awful!

      As for a not-hypothetical example, how about Age Of Empires and Age Of Mythology? The graphics in AoM are much better, and give a whole bunch more flexibility and animation the AoE just doesn't have.

      I'm all for a 3D version of Starcraft and Civ (Although I can't see any real benefit for the latter.)

      --
      codegolf.com - smaller *is* better.
  7. It's a matter of time. by riverLINE · · Score: 5, Insightful

    Two dimensional pictures have been the mainstream since there were cave paintings. Sure, there has been sculpture too, but never in the sheer volume of traditional two dimensional art. It's no wonder the quality of three dimensional art in video games isn't at the level we would like it to be.

    1. Re:It's a matter of time. by Anonymous Coward · · Score: 0

      Hate to point this out to you, but your monitor has a *2D* surface, any 3D quality is only an illusion, just as it is in lots of paintings. Sculpture is 3D, monitors and paintings (regardless of what they depict) are 2D. Wake up.

    2. Re:It's a matter of time. by ultramk · · Score: 2, Interesting

      Sure, there has been sculpture too, but never in the sheer volume of traditional two dimensional art.

      To start with, full disclosure, IIAS (i am a sculptor).

      Uh, I call bullshit. The earliest examples of art we have are not cave paintings, but small carved figures. Lots of them. There is no way on god's green earth you can make a blanket-statement like "2D is more common than 3D". Show me an ethnographic study of the world's cultures (historical, too) that proves that paintings or drawings are more common than sculpture, and I'll eat my hat. (I have spent far too much of my life in art history and anthropology classes, so I feel confident that my hat will remain uneaten)

      We live in a 3D world. 3D visualization is inherent in our genome.

      2D visualization is not inherent: there have been studies of some isolated cultures with no 2D representative art, and if you're not introduced to the concept of a 2D image by a certain age, you just won't "get" it. Look at the representative art of the Australian aborigines, where every painting is in the style of an exploded anatomical view. Why? Because the damned dingo HAS 4 legs, damn it, so you have to show all of them. None of this side-view perspective crap.

      To get back on topic:

      The reason the tide of public opinion on this board prefers 2D games to 3D games is because that's what you all grew up with. It's what you cut your teeth on, and it's what you prefer. To sum up, if you honestly think the crappy games of our youth are better than today's games, YOU ARE AN OLD FOGY. I grew up at the same time, but I have no illusions as to how much most of those games sucked. Y'all have very selective memories and are the modern equivalent of those people in the 80s who refused to acknowledge that video games were better than pinball games.

      Just my opinion,
      m-

      --
      You catch enchiladas by picking them up behind the head and holding them underwater until they don't kick anymore -VeGas
    3. Re:It's a matter of time. by Anonymous Coward · · Score: 0

      Sculpture is shit compared to 2d paintings. There's not a 3d piece out there that can compare with the depth and subtlety of Guernica or a Richter or Johns piece. And I prefer the originality of Defender, pacman, missile command etc to todays raft of count-the-polygon related driving and doom-style games.

    4. Re:It's a matter of time. by ronfar · · Score: 1
      Y'all have very selective memories and are the modern equivalent of those people in the 80s who refused to acknowledge that video games were better than pinball games.
      Video games aren't better than pinball games.

      Video games are different than pinball games, and you've unwittingly proven the point of all the people who like 2D games better than 3D games. (My favorite pinballs? Addam's Family and Haunted House, most of the time those get my quarters when they have them in an arcade.)

      --
      All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
  8. 2D Games and Art by Zorilla · · Score: 5, Insightful

    The comparison between 2D classic graphics and modern 3D graphics could be seen as synonymous with the change to impressionistic art after photography came around.

    ...which is one of the reasons Castlevania: Symphony of the Night is still one of my favorite games. When all the 32-bit consoles were trying to get the most cutting-edge picture possible, games like SOTN were taking the artistic/gameplay route. Without worrying about things like model animation, the developers were free to work on other aspects, such as the soundtrack, physics, color balance, etc.

    --

    It would be cool if it didn't suck.
  9. Two things 3D games need by frenchgates · · Score: 4, Insightful

    1. The biggest technical problem with 3D games is that they all have a quiality of origamai. The objects mostly look like they are made of 2D paper folded and joined edge to edge clumsily. How many times have you noticed the seams between facets? 2. Too much striving for realism. As people have pointed out, detailed attempts at human-like faces seem like corpses. Blizzard is going in a better direction with the less realistic but more fun graphics in World of Warcraft. For more info about why comic book style graphics tend to be more compelling read Understanding Comics.

    --
    Syntax error: loose != lose, affect != effect, then!=than
    1. Re:Two things 3D games need by Rallion · · Score: 1

      Striving for realism is the key. You can't complain when a 2D picture looks realistic. It isn't trying to, and the game immerses you through other means. When a game gets more realistic, it starts to use those flashier graphics as immersion tools. Then every graphical imperfection can actually lead to less enjoyment of gameplay.

      You can do remarkable strange things in 2D that would just look stupid in 3D. I can't really think of any stand-out examples right now, but I'm sure you all understand what I mean.

  10. Biggest problem with 3D games: by Demon-Xanth · · Score: 3, Insightful

    The F'ing CAMERA! Do you know how hard it is to land on a platform that you can't see because the camera decided to get a nice face shot? Or having to fire at a boss that's only visible if you stop and point right at him as if admiting defeat?

    Graphics wise, 3D games are coming back around. During the PS1 era, 3D games were generally visual crap. We went right back to "that blurry squiggly dot is a save point". Don't believe me? Try playing Twisted Metal. I never could figure out what was going on in multiplayer.

    The thing that developers (including you Sony) need to realize is that you don't NEED 3D to make a good game. There's no reason to make Guilty Gear, Metal Slug, or Street Fighter into 3D. They're excellent as 2D. Besides, does milk coming out of your nose when you get stabbed in the chest look as amusing when done in 3D?

    --
    If you think education is expensive, you should try ignorance -- Derek Bok, president of Harvard
    1. Re:Biggest problem with 3D games: by Smidge204 · · Score: 1

      Perhaps the best argument made so far, although this usually applies more to 3rd person than 1st person styles.

      A good example would be Sonic Adventure. All Sonic games are classic jump & run format. With a third person camera angle, precision jumping becomes extremely difficult! In this particular game, the problems are made worse by how the controls are handled: You press "up" to run forward, then the camera sweeps around dramatically and you veer off course because "up" now means something else. It takes a lot of getting used to and really hurts the game.

      =Smidge=

    2. Re:Biggest problem with 3D games: by Anonymous Coward · · Score: 0

      Sounds like someone needs a few more first-person games to me.

  11. Ease of Play? by fuzzybunny · · Score: 4, Insightful

    I think a large factor in the continuing popularity of side scroller-type or top-down games is that they're usually a lot simpler to play than 3D (not to mention less resource-intensive.)

    Case in point: I can fire up MAME and Ghosts & Ghouls on my laptop, goof around a bit, there are about 7 controls for me to "master" (back, forth, jump, duck, up, down, fire) and my machine never grinds to halt because I don't have the latest super-duper 3D drivers installed.

    This sort of goes into the whole difference between "casual gamer" and "hardcore gamer"--it is the same reason I enjoy Angband on the train, before a meeting, before going to sleep, whatever--the controls are more difficult and involved, but I can quickly start it up, futz around a bit, and close it when I don't feel like getting too mentally involved.

    Whereas, when I start up Call of Duty or something similar, I sit down with a coke and my headphones for a few hours and really get into it, as I would with a movie. I wouldn't be able to sleep or concentrate on work after 5 minutes (good luck anyway keeping it that short) of playing the car chase missions in CoD.

    --
    Cole's Law: Thinly sliced cabbage
  12. It's the gameplay, Stupid by HomeGroove · · Score: 2, Insightful

    People wonder why folks still play Atari, old NES games, MAME with ROMS from back in the day. That's because games back then had quality game play. I'd bet if you sat a 10-12 year old down with one of those plug-n-play "retro" games they would have a blast.

    --

    ----
    Spam subject of the moment: Offshore account secrets -nashville disrupt

    1. Re:It's the gameplay, Stupid by chrismcdirty · · Score: 1

      I believe GamePro tried it and the kids hated it. But what do they know? That's why they're still kids, because they're stupid!

      Then again, they did make them play ET, Pong, and Pitfall, games before the video game crash and Nintendo's uprising.

      --
      It's like sex, except I'm having it!
    2. Re:It's the gameplay, Stupid by Sigma+7 · · Score: 1
      I'd bet if you sat a 10-12 year old down with one of those plug-n-play "retro" games they would have a blast.
      I'll take you up on that. Find and run a copy of the game "Bazooka Bill", released on the C64.

      This game alone is proof that just because it's old does not mean it's good. Not only that, but it also disproves the (inverse) correlation between graphics and quality.
    3. Re:It's the gameplay, Stupid by Anonymous Coward · · Score: 0

      I remember that article - the kids' responses seemed awfully "manufactured". I seriously doubt it's credibility.

      OTOH, I've played Bubble Bobble on a C64 emulator with my 10 year old cousin, and he loved it.

    4. Re:It's the gameplay, Stupid by johannesg · · Score: 1
      Wow! You've just proven conclusively that all old games are bad!

      Or maybe not... Yes, there was an unholy load of crap out there on the old 8-bit systems. There were also some true gems - I'd guess in about the same ratio as we see today.

      What's bad here is that some entire game genres have disappeared from the face of the earth: 2D platform, 2D shooter, etc. Badly balanced, usually painfully ugly amateur efforts are appreciated, but it just isn't the same...

    5. Re:It's the gameplay, Stupid by AzraelKans · · Score: 1

      Sure grandpa, now have another pill...

      Seriously guys, its statements like this that make "retro" look like a fad for future retirement home troublemakers, is just as stupid to label all 3d games as pieces of art as it is to label all 2d games as unsurpassed quality gameplay.
      I've played raiders of the ark lost and ET and believe me I had have more fun running monitor video tests than those two. Actually I think ET had a note in the manual that read: "if the ET image appears after inserting the cartridge your atari is working if pressing the button makes ET's neck stretch your joystick button is functional, you may remove the cartridge."

      Im not even using anonymous for this one.

      --
      Go ahead MOD my day!
      More opinions here
  13. 2D games will ALWAYS look better than 3D by arhar · · Score: 0

    Because static art is easier than dynamic. As simple as that

    1. Re:2D games will ALWAYS look better than 3D by Sigma+7 · · Score: 1
      Because static art is easier than dynamic. As simple as that
      What happens when you make an error? You have to redo every single sprite that was affected by the error. While some sprites may be easily fixed by simply taking the initial image and rotating it by 45 degree increments, other problems need a bit more work.

      Let's take Diablo, where the player character's are made of eight sprite sets (one per each orientation, and one sprite per animation frame.) Let's say that some high-up guy thinks that the necromancer looks a little too skimpy and should be changed t something more suitable. While changing one sprite is okay, you have to do the same change to eight different orientations, as well as each movement frame available.

      Such changes will take a while under 2D - and it also proves that 2D art is more difficult than it's 3D counterparts.
    2. Re:2D games will ALWAYS look better than 3D by hsoft · · Score: 1

      I don't think diablo II applies to your example. I really think that Diablo II's sprites are made of rendered 3d models. Thus, if they have to make a change to the necromancer, the change their 3d super-detailed model, and then run their "render all sprites from model" script.

      For old games like FF6, your text applies, but it was what... 32*32 sprites? not a big deal to change.

      --
      perception is reality
  14. I'd have to disagree about collision detection by fr0dicus · · Score: 1
    "2D games handle collision detection (or the interaction between two characters or objects) better than 3D games do..."
    I haven't really noticed this; in some cases games use a larger transparent brush instead of the actual model, because otherwise games like FPS would become too difficult. I've never noticed a problem in any reasonable recent driving game, and in other circumstances it just doesn't apply. If I look at something like Tony Hawk's 3-onwards on the PS2, I see a wonderful example of some of the best collision detection ever (not counting the stupid online player to player collision stuff), whereas back in the day collision detection used to be everything the 2D gamer would whinge about. One could hardly say that SFII's collision detection is good, and that's one of the better examples. Games like the old mario side scrollers cheat, by using simple large blocks, hardly a masterpiece of the art of good collision detection, just removing the problem.
    1. Re:I'd have to disagree about collision detection by Anonymous Coward · · Score: 1, Interesting
      It's not so much a problem for moving-around collisions any more. Sometimes you run into situations where you can't fit through something you should be able to, because it's got diagonal edges (like a crack in a wall) and your player collision model doesn't (it's square). And very occasionally the reverse will happen. In FPSes especially, game designers "cheat" and make crouching bounding boxes smaller, even smaller than the player's visible model, so they can avoid being trapped on the scenery. This is why you have things like guns which poke through walls and even boosting through floors/ceilings.

      Anyway, all that's more a nuisance than anything else. It's not a problem in the way I think the OP means, which is getting stuck on stuff, cause that seldom or never happens any more. The real problem are hitboxes: the region where you can be shot and have it count as a hit. Again, these are usually a couple simplified boxes which correlate roughly to a player's appearance. The problem is that they suck horribly. I haven't played a single game with even remotely accurate hitboxes, and the main reason is that boxes don't curve. Consider a human body in profile. The head is a little narrower than the body, right? So if you think in terms of boxes, the head hitbox will be thinner than the body hitbox. But because they're square, if you're crouching, right in front of someone who's standing, and you aim up at his head, you're going to hit his chest. Even though you have a clear line of sight to his head. This is because the top corner of the chest hitbox is sticking out in the way, and your bullet hits that first. There are all sorts of annoying angle crap issues like that which bug the hell out of anyone who plays CS (the gold standard of horrible FPS hitboxes).

      The good news is that D3 claims to be using to-the-pixel hitboxes, that is, not hitboxes at all. This is probably also why they say you need 100mbit/s to get more than 4 players in a multiplayer game. But still, it will be very nice if true, and if it extends to the model collision detection (for stuff other than bullets) too, it opens up all sorts of modding possibilities for crawling around.

    2. Re:I'd have to disagree about collision detection by Creepy · · Score: 1

      One of the reasons 2D games have accurate collision detection is that most of 'em make a two color bitmap (booleans, sometimes called black and white where white is a hit and black is not) of collision-able areas called a mask and does a simple bitwise AND check if the attack contacts the mask. If programmed right, this is actually faster and more accurate than bounding cubes (because the exact shape is taken into account), but takes up more memory by a factor of 1/depth (1/8 for 8 bit color, for instance).

      Driving games can, for the most part, do something similar by just using the outline of the car (as long as you don't have tunnels directly overhead or underneath, but checking the Z (or Y if that is your up-down axis) can determine that if a bounding box isn't good enough.

      People, OTOH, have many moving parts and their relative shape will change so you can't just project their outline to determine collision. Early FPS's used bounding spheres or boxes. To handle target locations, bounding boxes (or less often, spheres) were placed in several areas around a target. Per pixel hit locations are either refinements of this, or can be very quickly determined by using the depth buffer to do it for you. The problem with using the depth buffer, especially in multiplayer, is you need to implicitly trust the clients since that view volume and depth buffer is dependent on the client's view. This may be why you see collision detection differences in Tony Hawk - the single player game checks the Z buffer, the multiplayer probably uses bounding cubes to prevent cheating or inconsistencies between clients (due to mathamatical rounding errors, not all views are the same).

    3. Re:I'd have to disagree about collision detection by drinkypoo · · Score: 1

      There were plenty of 2d games with lousy collision detection. For instance there are many games in which the entire sprite area is matched for collision detection, but the graphic does not fill up the entire sprite area.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  15. I'm a bit resentful of the 3-D platform. by hal2814 · · Score: 4, Interesting

    I was a huge fan of the 2-D platform games. While I do think that there were planty of bad 2-D platformers, but I really think that they had a much larger percentage of good games than most genres. When the 3-D platform games came out, it's like all game companies just abandoned the 2-D platform. The gaming companies saw 3-D platforms as an upgrade instead of seeing 3-D platforms for what they are, a different gaming style. Soon Mario, Zelda, and Sonic all left the 2-D arena (except for a couple of subpar 2-D games like Yoshi's Island and some Sonic compilations of older games). Then everyone else followed. 3-D platform games should never have been seen as a REPLACEMENT for 2-D platform games, and that makes me resent most 2-D to 3-D conversions somewhat (ESPECIALLY the 3-D bastardization of Bomberman on N64). That doesn't mean that there aren't 3-D platform games that I like (ex. Sonic Adventure series). It just means that I've got this unintentional bias towards the 3-D platform games that I can't always seem to get past.

    1. Re:I'm a bit resentful of the 3-D platform. by Anonymous Coward · · Score: 0

      Did you just say Yoshi's Island was sub-par? You're insane. Yoshi's Island was one of the greatest platformers ever to be released.

    2. Re:I'm a bit resentful of the 3-D platform. by Anonymous Coward · · Score: 0

      I'm sorry. Sincerely... did you just call Yoshi's Island a sub-par 2D game?

      Please pick it up on the Game Boy Advance, play it through, and tell me it can in any way be described as 'sub-par'. It is an absolute masterpiece of level design, art, and gameplay.

      Not having played something does not mean you have played it. Understand?

    3. Re:I'm a bit resentful of the 3-D platform. by hal2814 · · Score: 1

      I never played through Yoshi's Island but I did play it. My cousin bought it back when it first came out and we played it then. IMHO it is a sub-par 2D platform game. It was better than I expected, but it was no Super Mario World, Sonic 2, Death Valley Rally, etc.

  16. Collision detection easier by Monofilament · · Score: 1

    Well Duh! .. of course taking into account only 2 dimensional collision detection is easier than doing it for something thats 3 dimensional. You've got 1 full exponential value more of coordinants to worry about.

    --


    Who makes you Sig?
  17. 3D...FPS only please! by JavaLord · · Score: 1

    I find that the only perspective that works well in a true 3D world is first person. Anything else and controlling your character is quirky. Semi 3D games like tekken are ok, since no one side steps that much. I have a harder time in 3D games trying to control the character and camera than actually playing the games.

    1. Re:3D...FPS only please! by prockcore · · Score: 1

      I find that the only perspective that works well in a true 3D world is first person.

      I disagree, strongly. I find 3rd person games work so much better, especially for platforms, not being able to see your feet really sucks for 1st person games.

      The only gripe (and it is a very valid one) for 3rd person is the camera. The problem is that too many games treat the camera like a real object. Meaning if you back up against a wall, the camera swings out to face you, which is retarded, it should either go through the wall, or it should swing upward.

      I hate when I'm rotating the camera and it hits something.. it's not a real object goddammit!

  18. You need a GBA. by raygundan · · Score: 3, Informative

    You need a GBA, if you don't already have one. (and I suspect you do, if you're that addicted to the 2D platformers) It's the last vestige of 2D gaming, and more than a few of the games are truly great. If you don't like playing on a tiny screen, get a cheap-o used gamecube (I think they're like $70) and a gameboy player, which plugs into the bottom of it. Then you can enjoy a steady stream of new 2D content, at least until the "scourge of 3D" moves into handheld territory in the next generation. Which, of course, will push you into cell-phone gaming-- but that's still at least a year or two away.

    1. Re:You need a GBA. by Singletoned · · Score: 1

      Either that or just download a GBA emulator and loads of ROMs from BT/ed2k and play them on your PC.

      I too love the old-style 2d games that put a heavy emphasis on gameplay, but £30-40 a game is a bit much IMO.

    2. Re:You need a GBA. by Anonymous Coward · · Score: 0

      Hallelujah! That's the first time I've seen a pound sign on Slashdot - the coders have heard our prayers at last!

      £ £

    3. Re:You need a GBA. by hal2814 · · Score: 1

      I've looked at the GBA, but I don't own one. It does look like there are some nice 2D platformers on it, but it just doesn't interest me like it would have five or six years ago when I was actively searching for 2D platform games.

  19. Facial expressions by Neo-Rio-101 · · Score: 1

    3d games can't convey facial features like 2D (yet). At the moment, half the 3D models around look like undead, unnatural zombies. Surely that has an effect on the game experience (or should that be theatrical experience, as graphics have little to do with gameplay mechanics)

    --
    READY.
    PRINT ""+-0
    1. Re:Facial expressions by Alkaiser · · Score: 2, Informative

      Look at Suikoden III. It does it fantastically. Instead of having super high poly count faces with textures that make them look like zombies, and eyes that stare off into space, all the people in the game have low poly count faces, and a 2D facial texture is mapped onto it, so they can quicky change the expressions on the face.

      It makes a huge difference. You can see characters looking at each other. NPCs look like they're actually engaged in conversation because they make eye contact with each other. Characters look pissed on-screen and not just in the little 2D portrait that sometimes matches their expression in the lower text box.

      If more people would go with this method, I think we'd have less of these types of debates.

      --
      Netjak.com independent reviews of domestic & import video ga
    2. Re:Facial expressions by dhill-dm · · Score: 1

      I 100% agree that non-verbal language took a Grand Canyon-sized fall when the transition was made.

      Look at Final Fantasy VI and Final Fantasy VII. Sure, there were some huge technical leaps in the latter, but if you consider the facial expressions of VI, the physical reactions.. 3D games just don't tend to have it.

      The sad thing is that it isn't a technical issue. It is a matter of crafting. Often many studios do not take the time and money to craft the added emotion into the 3D animation that would bump the quality of a game up at least one or two notches. Most companies, for some reason, just do not think it is worth it.

      I'm truly hoping that there will be more middleware available for future generations of games that specifically addresses this. That way, you can just drop in the module and half the work is done.

  20. Graphics Vs Gameplay by ObsessiveMathsFreak · · Score: 2, Insightful

    It's the old battle of graphics over gameplay my friends. 3D came about and everyone just assumed, 3D is better ergo 2D is crap. They abandoned a time honored format for buggy collision, low framrate and lets be honest jaddedy games.

    Early 3D looked terrible. Just think. Street Fighter II(any of them) or Tekken One. Which looked better. Crash Bandicoot or Super Mario World. FF6, FF7. OK FF7 looed better, but only because of its pre rendered backgrounds.

    Game companies figured that people would say, "2D graphics. That's lame!"
    And guess what. They DID!!
    The new wave of casual gamers snubs 2D like the plauge. They must have the latest and flashiest, regardless of the gameplay. Essentially games companies now sell the game's image. Not the game itself. Case in point. Need for Speed Underground. Ick. Lovely cars, but awful game.

    The sad thing is, this will continue forever. Just look at the movie industry. Only the flashiest survive, regardless of actual merit.

    --
    May the Maths Be with you!
  21. Doom 3 saves the "crumbling" 3d game market by Micro$oft+$uck$ · · Score: 0

    "2D games handle collision detection (or the interaction between two characters or objects) better than 3D games do"

    Doom 3 features pixel - by - pixel collision detection, so your bullets can go over the zombies' shoulders or between their legs, rather than the entire enemy being treated as a solid rectangular prism. So boo yah to 2D crappy games

  22. Dumb questions, simple answers by NanoGator · · Score: 4, Insightful

    "2D game characters are displayed precisely how the artist chooses to display them to you."

    Yes, this is true. It was easier to fill up those pixels when you had low resolution images to fill. Kind of like how it's easier to fill up a lite brite than it is to make a full color painting that will stand close up scrutinizing.

    "There is no extraneous frame of animation to be found. "

    None of those extraneous weird things like rotating cameras to worry about, etc.

    "3D game characters, meanwhile, are yours to control, so you may rotate them and view them from whichever unflattering angle you like"

    I'm not sure if he's pointing out that there's only so many polygons you can put in something, or that something doesn't look 'cool' from every angle. If it's the latter, the answer falls neatly under 'duh'. It is VERY hard to design something that looks cool from just about any angle. A lot of times, you just can't reasonably do it. It's not like living in the wonderful very limited world of 2D where you nudge the proportions around until each frame looks decent.

    "It's also argued: "2D games handle collision detection (or the interaction between two characters or objects) better than 3D games do..."

    Right... that would be because of the limitations of 2D, makes it MUCH simpler to detect what part of the sprite is touching what part of another sprite.

    My responses are a little half assed here, so I'll put it together in a nice little summary: 2D graphics make the world simple enough that these challenges are much easier to overcome. 3D graphics need a LOT more work to accomplish the points this person brought up. Why haven't they done it yet? For the simple reason that in some cases you need more talented artists working on it (more in this context means both quantity and higher level of talent. Not a bash against 2D, but a lot more has to be considered...) and you also need hardware capable of it. It's like comparing a comic book to a live action movie.

    "[and] I think 2D game characters still have the capacity to display more-lifelike emotions than 3D game characters do."

    This is plainly untrue. Play Mario 64 or Wind Waker, then find a 2D game that's just as expressive. I'll concede that 2D games in a lot of cases had more character, but this is strictly a 'talent of the team' sort of thing.

    --
    "Derp de derp."
  23. 2D or not 2D by Taulin · · Score: 2, Funny

    If there are breasts involved, it should be 3D

  24. If you don't buy 'em, they won't make 'em. by raygundan · · Score: 1

    Man, 30 *pounds* per game? Ouch. The whole "same price, different currency" thing that goes on in England is criminal. The expensive ones run $35 here.

    Of course, it's hard to beat "free," but remember-- if you don't buy the games you like, they will quit making the games you like. Remember that the GBA has no region-lock, and try buying grey-market from somewhere where the pricing is less awful.

    1. Re:If you don't buy 'em, they won't make 'em. by Singletoned · · Score: 1

      Yeah, it's a bitch.

      I have bought a few grey market games (though mainly ones that weren't released over here like Tactics Ogre). The very favourable £1 to $1.75 exchange rate makes that very enticing, (what's with your economy?!?) but often not as enticing as downloading them.

      If it's a game I do particularly like I will buy it anyway so that I can play it on the train, play multiplayer, etc. Then it's well worth it.

      Incidently, you never seem to see very cheap GBA games over here. You often get budget PS2 and PC games around the £5 mark. You sometimes even pick up PC games for £1 (even half decent ones sometimes), but you never see a GBA game around the £5 mark.

    2. Re:If you don't buy 'em, they won't make 'em. by KDR_11k · · Score: 1

      If it helps, continental Europeans, Australians, Canadians and Japanese seem to pay pretty much the same. Okay, a bit less, but still, the equivalent of 50 USD. Home console games go for 70 USD outside of the US. The prices are pretty consistent in most territories, I think the UK and US have different prices because their currencies changed a lot after the prices were set and customers expected games to be priced X amount of currency.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  25. Why this article? by Sigma+7 · · Score: 3, Interesting
    I'm not sure what the author is talking about, and as a result, I'm not sure why this article was selected. For example:

    , I was reminded that 3D polygonal graphics still haven't entirely surpassed 2D game art.
    In this summary statement, the author himself states that he is comparing basic graphics to art. Nobody cares that bout this - what needs to be done is either a comparision between 2d graphics and 3D graphics, *OR* a comparison between 2D Art and 3D Art.

    My problem with 3D graphics in games--and it's always been my problem with 3D graphics in games--is that they're unedited. You can often view the action from any angle, and frames of animation are typically never skipped. In a way, then, I think the cinematic power of gaming almost took a step back with the transition from 2D to 3D.
    The only advantage of 2D movies is the fact that you can draw fancy art to as high as a detail as you want. 3D sequences, while not looking as fancy, do not require as much space as their 2D counterparts (by reusing models, textures and so on), and can be consistantly modified without having to redo many frames of work. Also, I am finding that modern games have cinametics comparable to how it should look like - it's a big jump from Dark Forces (an old Dos game that used simple cinamatics) or Jedi Ourcast (3D cinamatics don't look ultra-fancy, but get the job done.)

    Not only that, but there are ways to convert 3D-graphics into pre-rendered 2D movies without problem. From there, it's quite easy to do the "editing" that the author seems to want. Not that it matters, since I have very rarely seen an issue with 3D graphics in the games I've played. The closest thing would be those "classy" screenshots posted on PlantUnreal, and those could be pulled off in a 2D game with the same complexity.

    Besides, the author ignores the "rotating-corpse" issue that was visible in Doom where you could only see one side of the body after it was killed.

    I still think 2D games handle collision detection (or the interaction between two characters or objects) better than 3D games do, on average. And having good collision detection is one of the most fundamentally important aspects of just about any game. Likewise, I think 2D game characters still have the capacity to display more-lifelike emotions than 3D game characters do.
    This is easily countered by using Wing Commander 1 compared to X-Wing. While X-Wing might not have looked fancy, you could easily tell when you were about commit suicide by ramming a Star Destroyer. In Wing Commander 1, the collision box was independant of the sprite, and you could thus accidently bump into a Ralari without knowing it (not only that, but the collision box was based around a static box rather than the visible model/sprite.)

    Now the other problem with collision detection in 2D games - in the games where collision means death, you either have a per-pixel collision detection, or bounding box collision detection. In the former, you die as soon as one pixel nicks whatever you are supposed to avoid. In the latter, you can't tell if that tight squeeze is fatal or not, let alone know the tolerance for that squeeze.

    Mabye this was true in the era of Quake 1, but not anymore. 3D games have evolved since then, and are much better - either through graphics or some other complaint based on the difference between 2D and 3D.

    The reviewers whining about this sort of graphics is just superficial. The real quality of the game is not how it appears on screen, unless there are glearingly major problems that interfere with gameplay (either through obscuring critical information, showing information that should be hidden, or by being distracting).
  26. NFSU wasn't a bad game, just not entirely new. by blahplusplus · · Score: 1

    I wouldn't say Need for speed series is an awful game, the best NFS have been Porsche unleashed, Hot pursuit (For its time remember, these were voodoo1 days), HP2 for the PC/PS2 and NFSU.

    NFSU was more of the same yes, but the control was tight and the tracks were good and they did try to come up with new gameplay modes (drag, etc). Although I think Midnight club II is a game that is really pushing the gameplay department but it lacks atmosphere and different tracks (besides just going aroudn the same cities) and I think thats the sole reason why it can't compete in sales with NFS series is because the way the game looks is well sub-par compared to stuff like NFSU.

  27. 3D racing=third person viewpoint. by Demon-Xanth · · Score: 2, Insightful

    When you get into the world or racing games, third person rules nearly absolute. Why? Because you have no peripheral vision in first person. You can't rotate your head to look to the inside.

    If there's any genre that's benefited from 3D the most, it has to be racing games. Collision detection has improved from where 2D games ever were, there's no sprite scaling issues, jumps are really jumps, and hills are really hills. And the cars look fantastic!

    --
    If you think education is expensive, you should try ignorance -- Derek Bok, president of Harvard
    1. Re:3D racing=third person viewpoint. by jazman_777 · · Score: 1
      When you get into the world or racing games, third person rules nearly absolute. Why? Because you have no peripheral vision in first person. You can't rotate your head to look to the inside.

      In the world of flight sims (I play IL-2), the TrackIR is amazing. You move your head, the view moves. Very natural, and makes the first-person view the best. And SimBin's GTR will support TrackIR.

      --
      Slashdot: Failed Car Analogies. Amateur Lawyering. Anecdote Battles.
    2. Re:3D racing=third person viewpoint. by KDR_11k · · Score: 1

      I somehow have better results driving in first person. Since I use the camera orientation to determine my orientation, the delayed cameras used in many games cause me to turn too far and beelining until I find the correct orientation. In first person the camera=player equation works much better.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  28. soul caliber by meatbridge · · Score: 1

    while i mostly agree with this notion. i think there are 3d games that have mastered collision detection, and cinematic style well. soul caliber would be the first on my list. even though you have a good deal of control over the character there are almost on unflattering poses. this statement applies only to the dreamcast version which i found far more fluid than soul caliber 2.

  29. Hang on.. by wraith0x29a · · Score: 1

    I have always wondered why 2D games are not called 3D games and 3D games are not called 4D games.
    Without the passage of time (the extra D) 2D and 3D games are what we commonly call 'screenshots'.

    Oh, and while I am moaning; as the 3rd dimension (depth) in 3D games is faked (meaning you can 'see' Lara Croft's curves but not 'feel' them) 3D games should be called 2.5D games (or 3.5D if you include the aforementioned dimension of time, possibly even 48DD if you count the Lara Croft dimensions).

    Seriously though, comparing 2D and 3D games on visuals alone is missing the point.

    It's like the difference between watching a rock concert on DVD with 'perfect' camera angles set by a director versus actually being there in the sweaty moshpit with a non-perfect view. It's a personal opinion as to which is better.

    Also 2D games have a 20-year headstart on 3D games. Just imagine what 3D games will look like in 20 years when the technology tops-out as it has for 2D games. Having said that even photo-realistic 3D will not be as beautiful as 2D games. Without the designer-imposed restrictions possible in 2D games the player will always have the ability to find an ugly camera angle or composition.

    Some 3D Games like 'X2-The Threat' manage to be gorgeous anyway (if you ignore the dodgy cut-scene characters).

    --
    ~ Better a freak than a sheep. ~
  30. Have you ever done 3D? by quantax · · Score: 1

    The answer is relatively simple and that is that 3D is more labor intensive than 2D, and thus to achieve the results you are looking for will take much longer. For example, a friend of mine's thesis for 3D, had a couple very nice looking backgrounds which he originally intended to do in 3D. However, the time it would have taken to add all the detail, textures, lighting and so on (backgrounds were rustic forest-like settings), he would have needed to spend several weeks upon just the backgrounds, and thats not including all the animation he needed to do with his character. Instead however, using photoshop in conjuction with a simple 3D render of a preliminary forest and some hi-res photos, he was able to create a much more detailed & realistic looking forest backgrounds within about 7 days. There was almost no way in hell he could have gotten the same results purely from 3D due to the number of factors & elements involved (try lighting in 3D, its not easy; theres people who dedicate their entire study to lighting in 3D).

    Another thing people need to understand is that in movies where theres pure 3D, such as Toy Story, theres not a single frame of that movie that hasnt been retouched in some manner or fashion, so thus you end up with very nice results combined with good 3D work and a lot of post-editing work. Games do not have the advantage of post-editing, so all that work must be done in the 3D stages, which is often very difficult; where you thought 2 lights was ok, you now need 2 negative lights to eliminate some lighting errors, etc etc. I find generally speaking, theres almost ALWAYS something that can be fixed/improved in ANY 3D scene/game/whatever. The medium is extremely complex so thus to yield those results takes a shitload of time.

    As a side note, games are now including post-render effects, which is the first step in what this article is talking about, but we still have a long ways to go.

    --
    "What can a thoughtful man hope for mankind on Earth, given the experience of the past million years? Nothing." -Bokonon
  31. There is gaming outside of FPSes by Demon-Xanth · · Score: 1

    Mark of Kri, Viewtiful Joe, and Wind Waker would utterly suck in first person. Many games are much better suited to third person.

    --
    If you think education is expensive, you should try ignorance -- Derek Bok, president of Harvard
  32. It's the technology stupid... by Anonymous Coward · · Score: 0

    When 2D graphics first appeared they were little more than white squares on a black background because that's all the computer could do. In another 20 years or so when we have the power of todays massive rendering farms on our desktops 3D games will look more like 3D movies. It's just not possible with today's technology to get that level of quality. I can move a 2D object around in any program in realtime, but when I'm working with 3D models it can take over an hour just to render 10 seconds of animation. With a big 3D project I can't even move a wireframe around in real time.

  33. The artwork. by Sludge · · Score: 3, Interesting

    The artwork on some of the old Nintendo games was amazing. The established art style in SNES Zelda is a perfect example of expressive simplicity.

    I love oldschool 2D games, and I think there is still a place for some of that in the indie scene. You need really good artists to make it worthwhile, though.

    In fact, if you know of one, contact me. I may be able to offer a job.

  34. Worse Game Series Transition? by jmole · · Score: 3, Insightful

    I seriously think the worse transition from 2D to 3D would have to be the Castlevania series. The last 2D Castlevania, which was SOTN on PSX, was seriously the best 2D game in the series. The new PS2 version does not even come close to its 2D counter parts. You could also say the same thing about the MegaMan and MegaManX series. Beautiful hand animation in all those games. Then they came out with the MegaMan legends games, which are horrible representations of the MegaMan series. So what do you guys think is the worst transition?

    1. Re:Worse Game Series Transition? by KDR_11k · · Score: 1

      Slight correction: There were three 2d Castlevanias released on the GBA. They'resaid to be not as good as SOTN, but pretty close.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Worse Game Series Transition? by Destoo · · Score: 1

      Worst?
      Can't really say. but Rayman got the treatment and I realy didn't like it.

      By the way, Wolfenstein and Catacombs were both transitions from 2D to 3D.
      Unfortunately, shooting dogs and nazis with shotguns became more popular than blasting orcs and trolls with fireballs.

      --
      Nouvelles de jeux et technologies en français. TC
    3. Re:Worse Game Series Transition? by veritron · · Score: 1

      Contra: Legacy of War.

      That was one horrible game.

  35. Yes, I agree by Tom7 · · Score: 2, Interesting

    I feel the same way. However, I think that I finally do see the light at the end of the tunnel. An artist working in 320x200 VGA space can certainly make careful use of pixels to provide a much better visual result than one gets from the Quake I engine. But as resolutions increase, the difference becomes much smaller: an artist working at high resolution is essentially working with vectors rather than pixels (think of a painter or cartoonist), and so in some sense has already lost his "pixel perfect" advantage.

    It also seems that we are getting so much 3D power recently that it's no longer enough to simply have dazzling numbers of alpha-transparent triangles. 3D games are needing to resort to more interesting visual styles (cf Zelda: Wind Walker), and I think that may ultimately bring them to the same artistic levels that we see in modern "2D" games like the Capcom fighters or GBA side-scrollers.

  36. 3D hurt Diablo II by feidaykin · · Score: 1
    My name is Mike, and I'm a Diablo II addict. Anyway, since before the game's release, people constantly insulted its graphics. While indeed, the graphics were 2D, calling them "pixelated" seriously undermines the excellent and detailed work the artists did.

    So, in an effort to appease the 3D obsessed masses, Blizzard included buggy, hacked, ugly 3D modes. Both Glide and Direct3D ran slower and, in many ways, actually looked worse than DirectDraw. In fact, acting as vigilante tech support, I would recommend fellow battle.net-ers to switch to DirectDraw. Many of them couldn't believe the difference in performance and the lack of graphical glitches.

    The lesson of this long story? The average game customer today simply refuses to accept 2D. The average customer doesn't care about gameplay or detailed art, but only flashy gee-wiz graphics, because the average customer doesn't play for hours on end. And it is the average customer that lines the wallets of companies, such as Blizzard.

    And that, fellow gamers, is why 3D graphics have not surpassed 2D art.

    --

    "To confine our attention to terrestrial matters would be to limit the human spirit." -Stephen Hawking

    1. Re:3D hurt Diablo II by Taulin · · Score: 1
      "The lesson of this long story? The average game customer today simply refuses to accept 2D. The average customer doesn't care about gameplay or detailed art, but only flashy gee-wiz graphics, because the average customer doesn't play for hours on end. And it is the average customer that lines the wallets of companies, such as Blizzard."

      All 'gamers' are after flashy graphics. If you say graphics don't matter, then you are lying to yourself. If I remember correctly, Diablo's graphics are just pre-renedered sprites, not hand drawn, much like "Donkey Kong Country" did. They didn't seem 'tweaked', and looked muddled, thus people complained. They have lots of detailed, but to be considered a high end sprite, they fail.

  37. Ok Simple answer by AzraelKans · · Score: 1

    2d is simpler than 3d. Therefore is easier to create 2d art than 3d.(we knew that) Also some effects are much more difficult to create in 3d than 2d.

    Per example creating a "tidal wave" in 2d simply means sketching a wave and then animate it as a fluid of sorts (of course it takes a lot of artistry to make it look natural) but in 2d it means creating a net mesh with a lot of vertices and then adding some kind of fluid equations to it (since it would be impossible to add bones) or lots of meshes with a vertex animation to it (which is GPU expensive). The only other way will be to add a particle system and then adding some physics collision to each particle so it behaves like a wave but it will look pretty unrealistic. Either way the work is more extensive and the results are more prone to look unnatural.

    However! as technology advances such effects could become easier for artists, in a next next generation engine a fluid generator could already exist in a GDK (the next id engine will feature fliud and fur rendering). motion capture will eventually become cheaper and much more complex. home use laser scanners (instead of hand modelling) would be used to scan real clay models or actors. Also we have only scratched the surface of non realistic rendering in the future actual realtime simulations of hand drawing could be used for rendering an anime 3d character (these methods already exists but are too slow to be used in real time).

    We are still behind in the technology, but eventually the day will come that a game exactly like guilty gear x2 or metal slug could be rendered in realtime from 3d models instead of painstakingly drawn frame by frame animation

    --
    Go ahead MOD my day!
    More opinions here
  38. Collision detection better in 2d?! by Anonymous Coward · · Score: 0

    Very wrong there. Collision detection was one of those things that was so difficult to balance in 2D games (especially 2D games that didn't have enough processing power). With 3D games, you get mathematically precise collision detection, unless of coursem you cop out and rely on a big old bounding box even if your object is a really irregular shape...

    Anyways, the point is, how many side scrollers do you know of, where you'd see your character touch a power-up, yet didn't pick it up? How many times did you see that you did NOT touch an enemy, or enemy bullet, yet you got hit/died? I saw that happen ALOT in 2D games, especially those programmed in the US. Collision detection was one of those things that was just difficult to program.

    I hate articles like these. The author picks a subject and writes as if it's fact, while it's all just contrarian for the sake of being contrarian.

    1. Re:Collision detection better in 2d?! by Taulin · · Score: 1
      2D col-detection will always be easier simply because it is a sub-set of 3D col-det.

      Intersecting squares is much easier, and accurate, than calculating intersecting models (boxes, spheres, obsure shapes, etc.).

      Those 2D games you speak of were most likely from your memory of an old system that could not keep up with the processing, and calculated the hit based upon current vectors. My 'how the heck' ratio is linear across all 2d and 3d games, the number of my screamings usually increased on crappy games, or games that needed a better system than mine.

    2. Re:Collision detection better in 2d?! by mikera · · Score: 1

      Though to do good collision detection in 2D, you need to do a lot more than just squares - ideally you want to be able to work out the collisions between arbitrary 2D shapes.

      Remember 2D pinball games? They certainly depended on non-square collision detection and object physics.

      In practice, both 2D and 3D collision detection frequently boils down to simplifying objects into a group of convex shapes, which can then easily be tested for collisions using standard algorithms.

      Squares and circles/ovals are just among the simplest possible approximations of collision boundaries.... that's why you see these in so many games.

    3. Re:Collision detection better in 2d?! by Taulin · · Score: 1
      And I agree. Squares was just an example. Again, 2D col-detection will always be easier simply because it is a sub-set of 3D col-det.

      Most games use squares in 2D, and bounding boxes in 3D because they are fast and dependable. Doom3 is one of the few first games that will use per-polygon hit detection. In fact, it's the first one I know about.

      As another 'example', just pick up any book on 3d programming that leads up to 3D hit detection (other than spheres), and it will 99% of the time start off by teaching 2D polygon hit detection.

      My point is that 2D hit detection is easier than 3D.

    4. Re:Collision detection better in 2d?! by mikera · · Score: 1

      Sorry - didn't mean to imply you didn't know that, just adding to the discussion!

      I've personally always been interested in proper collision detection because it enables you to do decent object physics (where it's not just important to know *whether* something collides but also where, how deep and at what velocity...)

      Always thought that physics has been sorely neglected in games so far.

  39. Nethack!!! by Arngautr · · Score: 1

    Nethack!!!!!

    1. Re:Nethack!!! by Bambi+Dee · · Score: 1

      Indeed - more emotionally involving than Minesweeper, and which of the two has the simpler graphics? We're on to something here.

    2. Re:Nethack!!! by Arngautr · · Score: 1

      I'll bet it wouldn't take much effort to write a 1D shooter, assuming a pixel to be infinitely thin....hmmm I I think I'll do that tonight....

    3. Re:Nethack!!! by Bambi+Dee · · Score: 1

      Been done; it's an easter egg in the original mainframe Hunt the Wumpus - it's hidden between the 23rd and 24th lines. You'll need 1D goggles, though.

  40. No, its not. by AzraelKans · · Score: 1

    I think I have to extent my reply a bit so...
    (Continued from previous post...)
    I think each one has its share, there are a number of great 2d games (arkanoid, pacman, digdug, super mario, street fighter etc) and theres also a good lot of 3d games (doom, mario64, zelda, half life, tribes 2, silent hill, etc) each needed the features of its genere to succeed.
    No medium is better than the other, is like cartoons and movies, they didnt destroyed or occluded each other, they evolved, sometimes even borrowing elements from the another (The matrix using anime effects, spiderman2 comic like battles?)

    About your bet:
    I'd bet if you sat a 10-12 year old down with one of those plug-n-play "retro" games they would have a blast.

    Yeah right. you'd lose your money pal. I have tried to sit down my 5 year old and my nephew to play an Atari and NES games (good ones!) and they both said "this one's ugly, put the another one!" they do play SNES games and have a blast with them ,however they dont prefer them over "kung fu chaos" ,"soulcalibur2" or any other last generation game.

    Is not because they are "stupid" as many are implying is because they got familiar with the medium at another technological level and therefore consider everything at a previous level antiquate and unattractive. Is like I offered you a copy of a previously unknown Charles Chapplin mute film in one hand and "Lord of the rings 4: Saaruman's revenge" in the other, which one will you choose? honest?

    --
    Go ahead MOD my day!
    More opinions here
    1. Re:No, its not. by Anonymous Coward · · Score: 0
      Is like I offered you a copy of a previously unknown Charles Chapplin mute film in one hand and "Lord of the rings 4: Saaruman's revenge" in the other, which one will you choose? honest?
      The Charlie Chaplin film, obviously. If there is ever a Lord of the Rings 4: Saruman's Revenge, I for one, am going to be disgusted and horrified. (No, I'm not a Chaplin fan.)
    2. Re:No, its not. by Destoo · · Score: 1

      Actually, that might be an interesting movie. The whole chapter about the hobbits coming back to Bag End's and that Sharkey dude could be just fine as a full movie.

      (No, I'm not a Chaplin fan.)

      Sir, you're not a true LoTR fan either.

      --
      Nouvelles de jeux et technologies en français. TC
  41. Repeat after Me.... by AzraelKans · · Score: 1

    S.O.U.L.C.A.L.I.B.U.R. Soulcalibur! (like excalibur with a soul get it?) great example though!

    --
    Go ahead MOD my day!
    More opinions here
  42. Two words by exp(pi*sqrt(163)) · · Score: 1

    Uncanny Valley. It doesn't just apply to humans but art in general. As you approach photorealism the perceived 'goodness' of art can paradoxically go down before going up again.

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  43. Simple Reason by hubang · · Score: 1

    It's simple why 3d isn't as visually appealing...

    The screens we view it on are 2d. The Virtual Boy had appealing graphics, and maybe thse Sharp and NEC laptops, but a TV is 2d. The movies we watch are filmed in a 3d worrld, but presented in 2d.

  44. My thoughts. No cash value. by Funkmastaeric · · Score: 1

    2D should never die. Like a painting in a museum, sculptures should never be able to outdo paintings.

    -Funkmastaeric

    _______
    "I love Metal Slug... ...I Hate Metal Slug"

    -The Metal Slug paradox

  45. Huh? by Anonymous Coward · · Score: 0

    Alright, I never reply to slashdot articles... but this one hit a nerve. Here's a list of games that are prime examples of great 3d graphics:

    - eve online
    - imperium galactica 2 and 3 (even though it wasn't released)
    - real myst (kicked the snot out of the original)
    - rainbow six: rs
    - the list goes on...

    Yes still play joust, 1942, elevator action... and all the rest, but that's just because I like nostalgia. But before you say 3d sucks... you should get a nice 16ns 20" LCD, hook that up to a middle of the road P4... a somewhat recent video card, and crank up those textures, LOD settings, textures and see what you're missing. At 1600x1200 you'll see crisp detail with beautiful animation (like the ragdoll physics of the unreal warfare engine). And before I part... I'd recommend, blade runner, the longest journey, and the siberia games... all 3d, all excellent and most important (to me) all eyecandy.

    1. Re:Huh? by Taulin · · Score: 1
      You said, all eyecandy, but you also said 3D..so...

      Except..

      Blade Runner (I owned) : Pre-rendered 3D graphics presented as 2D sprites, with pre-rendered cutscenese spliced in.

      Siberia (in my hand) : pre-rendered backgrounds.

      Longest Journey (never owned), but same as Siberia.

      I agree with you that a good, or even a decent setup will give an awesome 3d experience. It's just that your last post's examplese are not 3D.

  46. Sculpture by AllenChristopher · · Score: 1
    Rodin

    In particular, see Balzac...

    As for today's games, that's about money, not the limitations of a particular dimensional medium. Terrible games were rampant just before the big crash in the 80s... too much demand for the artists to meet well.