Falksi
Arcane
3-D itself was a bigger hit to RPGs IMO.
However the problem with transitioning to more and more photo-realistic graphics is the production cost of games began to skyrocket.
the graphics would have been unsurpassed if Baldur's Gate had come out when it was initially targeted for release a year ago, they are still easily the best graphics to ever be featured in a role-playing game and a big step up from the dated pixels that usually appear in games of the genre.
Daggerfall had a quasi-3D system where the monsters and NPCs were 2D sprites and the boundaries of the 3D environment, such as dungeon walls, were comprised of completely flat planes. Moreover, perspective was strictly first-person, with the player-character visible only in certain menu screens. Therefore, it was simple to simulate climbing as movement up or down a 2D plane. Morrowind, by contrast, was fully 3D, with more complicated environments and with the player-character as a 3D model that could easily be viewed by the player. At the time, I considered it understandable that climbing had been removed from Morrowind due to these added complexities, although I hoped that the next Elder Scrolls game would be able to re-implement this feature (instead, Oblivion needlessly removed more capabilities that had still been present in Morrowind).Does Morrowind lack wall climbing that Daggerfall had because climbing is teh hard for the console peasants (who grew on platformers and tomb raider), or because it required additional animations and having to somehow marry those animations with all those building models?
There is no action that cannot be done with a popup menu and a line of text, but modern mainstream games cannot allow the luxury of doing it this way.
One thing for sure, the unnecessary pursuit of the elusive photo-realism made a lot of games much uglier.
Of these three games only KCD could qualify as RPG, thoughSome of the best RPGs in the last 10 years had great graphics: Witcha 3, KCD, BotW.
Daggerfall had a quasi-3D system where the monsters and NPCs were 2D sprites and the boundaries of the 3D environment, such as dungeon walls, were comprised of completely flat planes. Moreover, perspective was strictly first-person, with the player-character visible only in certain menu screens. Therefore, it was simple to simulate climbing as movement up or down a 2D plane. Morrowind, by contrast, was fully 3D, with more complicated environments and with the player-character as a 3D model that could easily be viewed by the player.
One thing for sure, the unnecessary pursuit of the elusive photo-realism made a lot of games much uglier.
Bullshit. What made games ugly is the stepping away from photo-realism (or realism proper) into "photographic" or "cinematic" bullshit, with shit filters, retarded effects like motion blur or depth and field etc.
This is what actual photo-realism looks like and it's fucking amazing:
Wanna talk about "style", what do you think looks better, the above or Fortnite?
One thing for sure, the unnecessary pursuit of the elusive photo-realism made a lot of games much uglier.
Bullshit. What made games ugly is the stepping away from photo-realism (or realism proper) into "photographic" or "cinematic" bullshit, with shit filters, retarded effects like motion blur or depth and field etc.
This is what actual photo-realism looks like and it's fucking amazing:
Wanna talk about "style", what do you think looks better, the above or Fortnite?
One thing for sure, the unnecessary pursuit of the elusive photo-realism made a lot of games much uglier.
Bullshit. What made games ugly is the stepping away from photo-realism (or realism proper) into "photographic" or "cinematic" bullshit, with shit filters, retarded effects like motion blur or depth and field etc.
This is what actual photo-realism looks like and it's fucking amazing:
Wanna talk about "style", what do you think looks better, the above or Fortnite?
What happens if that plane crashes? I bet it just clips into buildings.
This is what actual "style" looks like and it's fucking amazing: