villain of the story
Arcane
By the way, this kind of view is missing from the original post, what is its technical name? It's quite common for old arcade games and jRPGs and one of my favourite perspectives, kinda a mix between iso and top-down
Something something projection According to wikipedia, those top-down images are examples of cavalier projection which is a type of oblique projection which is a type of parallel projection and those and Divine Divinity are both examples of oblique projection.
There's a dozen names for all kinds of projections with very arbitrary minutia differences. All I check out is: is the image made up of parallelogram elements and with a distinct lack of a focal point? If yes and yes, then it's a parallel projection but I think "top-down" is pretty much an established term for the kind of games in your images. When I search for +"top down" +game, I get more than 5M results, which is more than what I get for +"isometric" +game at around 2.5M, which is telling, I think.
The fact that the camera points down at the action at an angle.
Yes and isn't that the most common element to the games people like to call "isometric" nowadays? Which is why I wrote an inclusive description, though something like "camera points down at the action" has better clarity than "overview", perhaps.
Cool article, btw but it also sports some errors (my post possibly does too) and is a little ignorant of gaming history. He attributes "fixed 3D views" with pre-rendered backgrounds to Resident Evil and Grim Fandango, for instance. I mean, FFS... Anyway, şt's a fucked up business with all these projection types. These projections are making me thirsty!
Look at the screenshot of TQ above. Are objects in the back harder to click? Do huge heads obscure the view in the front? The perspective is perfect and would work just as well if it were a tactical game. The difference to isometric in that case is minimal.
Titan Quest is a forgiving game because it's a consolized shitty action game. In a game with a grids and tiles, it becomes a nuisance because further away you move the cursor, more sensitive the mouse movement becomes and when there are big objects closer to the camera, they limit player's ability to see more of the field as opposed to the same object obstructing a camera-independent amount of space in a parallel projection which means it's less likely to obstruct as much stuff and you're less likely to wrestle with shit camera (and camera is almost always shit in a 3D perspective game. Camera in AoD combat demo was no exception. Utter shit and a bitch to constantly adjust). There is an inherent incentive to continuously manipulate the camera in 3D perspective because perspective itself will always get in your way. In a parallel projection, you only need to pan the camera. Makes a huge difference. For me at least. Which is also one of the reasons I miss 2D games. You don't deal with any of that shit. You just pan the camera and not worry about anything.
Of course, ultimately, it's a personal choice. I'm of the opinion that perspective adds no inherent value to a tactical game and on the contrary, it takes away. There's no argument for me there.
Villain, this thread has just turned into a "games you should check out" for me.
Thanks to you, I'll be digging.
Trap worked. Enjoy your shit games
Kidding.