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@Marian
What is the best 3D or pseudo 3D Perspective for an RPG and more important WHY. We are listening...



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@janggut
Does 3D makes the game better, is the level of immersion deeper, does it present me with more tactical choice, does it make the game more innovative?


OK, let us summarize what was said and make it easier for the average reader first.
T3D = A method in which graphical objects are defined as polygons.
P3D = Previously rendered three dimensional objects but stored as a 2D array of pixels.
Pixel = A single point defined in terms of colour values of RBG.
Textured 3D = 2D maps being overlaid on 3D polygons.


Conditional binaries for decision making:


........If zooming was a declared feature that must be implemented then:-
1- T3D consumes less memory while achieving this objective but if we end up zooming on an X number of flat coloured polygons then no thanks I do not need that.
The criterion here is visual information and visual delight.
Zooming on a score of polygons fails on both criterions.
2- Zooming in steps must be a better choice here because the maximal zoom in must contain information and delight, which is not an option in T3D while it can be superbly achieved in P3D.

........Rotating a world demands T3D definition, therefore:-
1- If the game shall sacrifice quality and /or speed then no thanks we do not want to rotate the map.
2- If this feature is critically important within battle fields then ONLY full screen battle fields may be T3D.

N.B. If memory demands are not going to explode, then a single 180° of arc is very sufficient as a binary rotational option.

With two opposite eye positions about the world’s cube and 3 zoom steps we have a total of six world maps.
This could be augmented by as many battle fields to visit through portals as needed.
In this way we do not lose the fabulous representation of P3D and gain the benefits of T3D as well.

........Other objects that need zooming and rotational manipulation could be implemented inside a dedicated popup window. This makes it possible to display perfectly textured T3D objects without losing information or delight.

........The Party Characters and the Dolls. This is my very personal suggestion here.
It would be fantastic and ground braking if Larian Studios could implement my proposed technology of creating runtime animation strips based on P3D first and last frames interleaved by T3D frames displayed as motion frames. This means that high details are preserved during stillness and only during motion we sacrifice resolution. Or in better words, a T3D character must be textured when it comes to stand still and can lose texture during motion but it must preserve an average colour representing each polygon.

Conclusion:
P3D World Rotational Options:-
North view / South view.
P3D World Zooming Options:-
Max/ Normal / Min

T3D Objects’ manipulation:-
T3D zooming and rotation in a special window interface during game pause.
Object representation on map is via P3D sprites.

T3D Characters’ display:-
Textured on standing and Not Textured during Walk and Run.

Good Luck. <img src="/ubbthreads/images/graemlins/up.gif" alt="" />