zeitgeist
Magister
- Joined
- Aug 12, 2010
- Messages
- 1,444
I mostly agree with this, but it's still possible to create graphics suited for a game like that in 3D too, it just depends on the level of stylization, how the animations are handled etc. - the goal should be for the character models to feel more like like miniatures or action figures instead of actual beings, in order to achieve similar levels of abstraction of the visuals and the gameplay mechanics.PorkaMorka said:If the purpose of fancy 3d graphics and animation is to create a more cinematic, "immersive" and "real feeling" (not necessarily realistic) visual experience in a game, then that seems to conflict with breaking up the action into separate turns.
You spent all that money and time to create breathtakingly fluid animations for the defenders, but then due the to turn based mechanics they're forced to just stand there looking silly while the ball carrier runs past them into the endzone.
So yeah, there is an something of a conflict there, as the fancy graphics cause you to expect a cinematic, real feeling experience, and the turn based mechanics force the players to act in a completely unreal manner, so it feels "wrong" or silly.
With simpler graphics, you're likely to expect and accept a much greater level of abstraction in the visual presentation, so it doesn't look odd at all to move your piece right past the opponent's pieces, if he left a gap for you.
But yeah, the way it's mostly done doesn't work as well as it should.