Dicksmoker said:
I don't know that much about game development, but I know at least enough to know that having something in first person versus isometric is going to require a lot more art wise. And you were complaining about art assets so...
Not necessarily. It's relatively easy to get a basic 3D FPS (Oblivionesque) combat engine working, due to the abundance of stock models and animations, as well as various cheap model and animation packs. Whereas for 2D, even if you use something as basis for your tiles and sprites (there are packs available for that too), you're still going to have to find an animator who can actually animate. Unless you're going to leave everything as-is or do the "resize 3D model renders and turn them into sprites" thing of course. And, unlike 3D where, for example, a tree is a tree (it just needs to be retextured to fit your gameworld, sometimes not even that), in 2D a tree from one generic 2D art pack, most likely won't fit the style of your specific 2D gameworld.
One very well known exception to this are RPGMaker games which mostly use a generic SNES visual style, where art assets are almost totally interchangeable, and it's easier to produce something that doesn't look absolutely horrible even without being a decent artist (although the sprites and tiles usually come from questionable sources, legally speaking - it's often hard to discern if a particular sprite pack has been "too inspired" by sprite rips from an existing game or not).
Anyway, it's perhaps a generalization with other notable exceptions, but to create an average looking tile engine and tileset + a set of fully animated sprites more often than not requires more artistic skill and knowledge about animation than creating an average 3D FPS engine and model animations. And more time and effort too.