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  • Polygon Ceiling
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  • Simply put: when a 2D original's transition to a 3D turns out to be difficult, usually because a Video Game 3D Leap often requires more skill and talent than some developers have. There are two aspects of dimensionality when it comes to games. A game can be rendered in 2D or 3D, and the gameplay can be 2D or 3D. All 4 combinations have been seen. Switching from one of these combinations to another, especially going from 2D/2D to 3D/3D is fraught with peril. Particularly in the early days of 3D rendering, art styles that were painstakingly developed in 2D could be lost in the transition to 3D rendering due to lack of hardware capable of bringing it to life in 3D. And of course, there are some art styles that simply don't work in 3 dimensions at all.
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abstract
  • Simply put: when a 2D original's transition to a 3D turns out to be difficult, usually because a Video Game 3D Leap often requires more skill and talent than some developers have. There are two aspects of dimensionality when it comes to games. A game can be rendered in 2D or 3D, and the gameplay can be 2D or 3D. All 4 combinations have been seen. Switching from one of these combinations to another, especially going from 2D/2D to 3D/3D is fraught with peril. Particularly in the early days of 3D rendering, art styles that were painstakingly developed in 2D could be lost in the transition to 3D rendering due to lack of hardware capable of bringing it to life in 3D. And of course, there are some art styles that simply don't work in 3 dimensions at all. Gameplay offers some very perplexing challenges too. A direct adaptation of 2D gameplay into 3D gamespaces can cause things like the dreaded Camera Screw. 3D gameplay, by necessity of both viewpoint and larger gamespace, needs to take things a bit slower than their 2D cousins. Then, there's the version where developers forgot about trying to port the 2D gameplay into a 3D world, and just use 3D gameplay that is not entirely unlike what the 2D gameplay had. Freedom overload can ensue, where developers become so enamored with building a gigantic world that they forget to actually put interesting things into it. Puzzles that would have been simpler in a 2D game can become exceedingly complicated because of the changed viewpoint. Oddly enough, for RPGs and adventure games, 3D rendering once was much more limiting than 2D. Consider a set of shelves with miscellaneous bottles on it. In 2D, this is part of the background; it costs comparatively little. In 3D, each bottle must have polygons, which means the quality of that bookshelf goes way down. You only get so many polygons per frame, so they should be spent on actual characters. Add to this the lack of tilemapping: a common 2D technique for reusing images. Through tilemapping, it was possible for designers to create large terrain, with stuff in it, fairly easily. The time to develop one area would be pretty much the same as any other. You couldn't do that with 3D in the early days; every room had to be hand-built from scratch. You could reuse textures, maybe certain decorations (chairs, tables, etc), but that's about it: the basic blocking of each area had to be done from scratch. What you get is that some games that had large 2D worlds seemed to get compressed in their 3D outings. This isn't as much a problem nowadays, but in the early days of 3D rendering, it was pretty widespread. Be aware though, sometimes good 3D video-game adaptations are accused of this, mainly because the fans don't like to see their original product change. Notice that very similar games with no "2-D prequels" were often well received. On the other hand, when this trope was common, not being in 3D could also invoke It's the Same, Now It Sucks among fans, so some game producers didn't have a real choice but to try. Do not confuse with They Changed It, Now It Sucks, which is about the reception of such games. Examples of Polygon Ceiling include: