NJClaw
OoOoOoOoOoh
Well, yes, I agree with you that today's difference is nothing compared to what we suffered going from Icewind Dale to Neverwinter Nights. Twenty years ago (fuck, we are old), it was like going from a refined delicious dish to a plate full of dirt, while today 2d backgrounds are something like a very expensive meal at a 3-star restaurant, while 3d ones are a very good lunch at your Italian grandmother's house: maybe it's not as refined, but I am still fine with eating there for the rest of my life.Take any single area in Deadfire and any single area in Kingmaker, ignoring assets reuse (we are looking at a single area, after all). The Deadfire one will always look a thousand times better.Full 3d games can look good, but they still can't be compared to what can be (and has been) achieved in terms of beauty with 2d pre-rendered hand-painted backgrounds. D:OS 2 can be gorgeous at times, but it still looks plastic and cartoonish (in a bad way) when compared to old IE games or to the two PoE games.After PFK I've grown disenchanted with the strict isometric thing. I like spinny-rotatey and zoomey-in-and-outey now (with mod and high rez NPC textures - kindly supplied to the modder by Owlcat).
The art quality difference is still there a bit. POE2 really does look amazing in places. But it's not like the difference is night and day (like it used to be with NWN vs. BGII, for example) and the D:OS games and PFK (and DA:I's Frostbite loveliness for that matter) show that full 3-d is very close to being just as artistically pretty as the modern Infinity-inspired games. Going back and playing POE recently, it felt quite psychologically cramped by comparison.
They can't be compared because they use two completely different artistic mediums. It's like comparing two different forms of art: there obviously are magnificent sculptures, but, since I'm more of a painting guy, I will always take a good painting over a good sculpture.
I don't think that's the essential difference - I said this on the other thread in which I responded on this topic, but I'll reiterate it again. There's no artistic difference, and the building blocks are the same (the 2-d environments are done in 3-d first, after all, and digital painting is digital painting, whether directly on a 2-d surface or on a texture to be used over a mesh).
The difference is that each environment in the 2-d isometric system can afford to look absolutely unique. There's less necessity to re-use assets for the sake of economy (e.g. the grass, the bottles, the knick-knacks, the doodadery, can afford to look completely different in one area than in another). That means there's more artistic freedom in a sense, but it's just a function of time, effort and higher resolution, not some magic fairy dust pertaining only to to 2-d.
First four Kingmaker screenshots I found on Google:
The same thing, but for Deadfire:
I mean, come on. Look at a single column in a Kingmaker screenshot and then do the same in a Deadfire one.
I agree with you that it's a function of time and effort, but those two things are a function of the same resource: money. With infinite money, Wrath of the Righteous could look better than Deadfire, but money is always finite and Owlcat will never be able to reach the same level of detail Obsidian did, because they need to make low-detail reusable assets that needs to be viewable from any angle (a sculpture), while in Deadfire you have a fixed image that you can look at only in a single way (a painting). Again, take a brick from a Kingmaker screenshot and compare it to one from Deadfire: not only they don't feel unique because they have to be reused, they also are simply uglier, because the same level of detail is unattainable in 3d without a huge investment of resources.
I think we're largely in agreement (and I'm sorry I didn't clock your scuplture/painting analogy in my response, of course you're right and it's very apt - in fact one might almost say it's the time difference between having to paint all sides of a thing vs just one side of a thing! ). Shadows and the luxury of more shadow complexity at no performance hit also has a lot to do with it too.
But I still maintain that the trade-off point isn't unpleasant to make nowadays (not as it was with, say, NWN vs. BGII). For example if you look at the building on the bottom left in the last picture, it's not really that far off something from D:OS2. The main charm is in the more-bespoke nature of the environments in the isometric games.
And as to convergence, I'd say that the 3-d games now look as good as, if not better than, many of the environments from the first BG - again, it's partly a function of resolution. If you zoom in on the ground in PFK, it's like 512x512 or whatever, and in the original game the NPCs are somewhat of a similar resolution. But if you get the high rez 2048x2048 NPC texture pack (same rez as one's characters), it's quite a noticeable difference looking at the NPCs zoomed out, they're more "jewelline." If you could have the same resolution for ground textures and building textures, then the convergence would be even closer.
D:OS 2 is beautiful to look at, my only gripe with it is that the cartoonish look doesn't really work for me.