Mikael Grizzly said:
Face it, 2D is no longer suitable for this purpose.
I don't get statements like this. If someone wanted to do a 2D isometric strategic combat game right now, they could, with no problems, and it would look excellent.
The reason being, as said, that each and every single animation frame has to be drawn and saved, needlessly expanding the installation space.
In the world of today's hard drive sizes, you can't be serious.
2D is not as flexible as 3D, is not as easy to modify, and overall does not offer as much flexibility and freedom as 3D.
Well I guess if you're into modifying the graphics of every game you play, then 2D really presents a problem. However most people don't do that. They create scenarios, maps, scripting, but few actually dare to seriously mod graphics because that takes a lot of time and effort even for the 3D scenario.
Why should a developer bother with creating a 2D tactical game, which requires a lot more work to get it to behave properly rather than using a flexible 3D engine?
Actually with a 2D engine you would have a lot less graphical troubleshooting to do, as DirectDraw works the same across all cards. There's no such nonsense for DirectDraw as "Bioshock optimized driver" and "Quake Wars optimized driver" that came out from both NVidia and ATI as soon as these games did.
Of course sprites can be prerendered and then saved. But why should pre-rendered 3D models be saved to 2D if the high poly model can be switched to a low poly one whilst retaining the texture? The same technique was used for Doom 3 and Quake IV.
You're referring to normal mapping. Let's say you're doing a strategy game and you have 30 normal-mapped soldiers on screen.
Also the entire environment is polygon-based, normal-mapped, specular highlighted, and applied to all the other fancy tricks to, in realtime. Even with modern hardware, the framerate will inevitably slow down to a crawl.
With 2D, there's no framerate concern. You can have a battle of 200 people all shooting each other at once in an insane screen resolution without any slowdown on today's hardware, and they would all, including the environment, have extremely high pre-rendered polygon counts that would be downright impossible to achieve in realtime.
Mind you, I am not saying that everyone should go out and make 2D tactical combat games. What I am saying is that I don't see the reason to be so readily dismissive of such a concept.