Why the attachment to overhead/top-down isometric POV?

Sorrow said:
Who do you think you are to tell me what kind of games I should like? I like tabletop miniature games style cRPGs like Fallout with perspective and combat like in Fallout and I dislike Ultima Raider type of games. I don't need to adjust to the conception that all games should have the same perspective.

I'm not trying to tell you what kind of games you should like, nor do I think that all games should have the same perspective -- that's boring. I'm asking the questions that I ask in order to gain some insight as to what RPG fans seem to love so much about this particular perspective, to the point where games will be outright dismissed for not using that perspective.
 
That's because games aren't free and I have a lot of things to buy. There's a lot of things that I like more than non-isometric RPGs and those things get priority.
Also, I'm not very fond of playing characters with rigid neck collars, immobile eyes and limited field of vision. It's very unimmersive.
 
Silencer said:
Please don't double-post, Eternal Dragon.

Will you please tell me where these double-posts are occurring. An admin told me that in another thread but I have not seen any duplicate posts of mine anywhere, unless they are being deleted before I check back on the boards.

Or is this definition of "double post" mean put all of your responses in one session in a single message instead of multiple consecutive ones? Perhaps that's it, but that's not the meaning of double post that I'm familiar with.

Silencer said:
An iso view was just essential to the style of combat and movement that Fallout had. I've played both FPP and TPP view RPGs and it is my observation that and iso view works much better if any actual tactical planning is involved in combat - FPP combat tends to become a sort of a power-level showdown quickly.

It is my observation that a great number of turn-based RPGs essentially become a power-level showdown. This is more the case in turn-based games where you don't have any real representation of the battlefield: Bard's Tale, Wizardry, Might & Magic, Dragon Quest, Final Fantasy, and the like.

I would make the argument that many turn-based RPGs, whether isometric or not, do not involve any meaningful tactical planning beyond "which enemy do I attack" and "when do I use my healing item?"

Very few games allow you to make use of the environment during battle, at best allowing you to set choke points at doors or corridors. Sometimes you can "take cover" behind an obstacle on your turn, only to have an enemy walk around the side on his turn. I would love it if more games really let you use the environment to a tactical advantage in a battle, but for many games it's essentially just a painted background with "walkable" and "nonwalkable" areas.

If you are have direct control over each member of your group, as in the old AD&D "Gold Box" Games, Realms of Arkania, Temple of Elemental Evil, Baldur's Gate and the other Infinity Engine games, or the "strategy RPG" genre games on the consoles, then there is a greater opportunity for some tactical thinking. If you only have control over your primary character and your companions are AI controlled, as in Fallout, Arcanum, or Ultima VII, then a lot of that tactical potential goes out the window because the AI is so stupid.


Silencer said:
RoA was a curiosity in that matter, having FPP fro movement (immersion anyone), but iso for combat since it just works better.

Pool of Radiance and the other "Gold Box" AD&D games did that too, as did the dungeons in older Ultima titles. I don't really care for that setup myself, as I find the abrupt switching between "movement/exploration" and "combat" modes and environments rather disjointed. Whether it stays real-time or switches to turn-based mode, I much prefer the game to stay in a consistent map and scale.


Silencer said:
Also, FPP view sucks ass when it's supposed to represent a party of characters

That it does -- and I have never advocated otherwise. But in Fallout you're not really playing a party of characters; you're playing a single character and you have AI-controlled companions following you. Other than speaking to them and giving them general combat "strategies," you have no control over them whatsoever.

On another thread, there were complaints about the idea that a very high Perception score would let you "see" through a door and be aware of an enemy on the other side. Yet nobody complains when the exact same thing happens in an overhead view of combat; it is simply expected. You see opponents on the other side of walls and doors all of the time, and you also have eyes in the back and sides of your head to give you an omniscient perspective of the battlefield.

Silencer said:
- although some games like Ishar allowed you arrange the setup of your party within a square, it was something I always found lacking in terms of actual effect the setup had on the fight. Iso takes care of that.

I haven't played it, but it sounds very much like the way that Dungeon Master handled the party. That was a real-time combat that I hated, because it was only real-time for the computer. You had to fumble around clicking on every character to make sure they did something while the monsters were surrounding you and attacking simultaneously. The Eye of the Beholder games did that sort of thing as well, and it was just as stupid there too.

Vault 69er said:
However, he's implying that his opinion overrides the developer's intent, which is ludicrous.
You can think whatever you want about Fallout. If you want to, you can think the only essential part of Fallout is Dogmeat.
That won't change what the original developers intended the essential parts to be, does it?

I am not saying that my opinion overrides the developer's intent. But what I think is essential to the experience may not match -- or may even oppose -- the developer's intent.

I find it amusing how it's ludicrous for "my opinion to override the developer's intent" in this instance, but the fans' opinions on what is essential apparently mean everything when it comes to new Star Wars films, Lord of the Rings: books vs films, and everything else that gets geeky fans' panties in a knot.

Sander said:
Dumbest reasoning ever.

You could also simply say "I disagree" and not sound like Comic Book Guy.

Sander said:
If you're going to look at Fallout's core design (specifically what it was meant to be), turn-based combat was very obviously part of it. Hence losing that, means you lose part of Fallout's essential design.

I totally agree that you lose part of the essential design of the original game Fallout. What I don't agree with is that specific design decision being essential to what made Fallout unique, or to the "spirit" of the game, if you will. It was a part of the core design, but I see it as a mostly cosmetic. Obviously, I'm in the minority here on that issue.

Sander said:
The overhead view gives you a tactical view of the battlefield. This is just as important with one as with 6 people in a party.

But is it appropriate for a game where you only control a single entity? The original Fallout games didn't even hide the contents of rooms that were completely closed-off to you once you were inside. If you are a god or disembodied commander issuing orders to your units, having that bird's eye view makes sense; when you're supposed to be the character that you are controlling, it seems rather detached.

Sander said:
False dichotomy. Combat is most certainly part of the P&P experience, and P&P has almost always been turn-based.

Of course combat is part of the P&P experience. I certainly wouldn't call it one of the defining features of the experience, but other players will certainly have different views on that.

The turn-based nature of P&P combat is less a defining aspect than it is a necessary one. When you have six players sitting around the table, plus a DM, there really isn't any other way to sequence combat actions; if everyone is yelling what they do in "real-time" it would quickly become utter chaos and only the loudest players would actually be heard. Unless you're into LARPing, turns are really the only practical way of sequencing and revolving actions.

Sander said:
False dichotomy again.

You love that phrase. Saying it repeatedly doesn't make it true.

Sander said:
Fallout consisted of the classic RPG design. This includes dialogue, yes, but *also* combat.

It wasn't the combat system that made Fallout so different from other RPGs, which is not to say that combat is not important.

I would argue that Fallout did not consist of a classic RPG design, as if it did it would have been mainly an exercise in stat-grinding and combat, as the majority of "classic" RPGs were. Fallout's use of dialogue where choices were driven by your character development (and not just quest flags turned off and on) and giving you meaningful decisions to make that actually had far-reaching consequences were very novel and innovative at the time. Ultima games had a lot of depth and there were consequences for acting "evil" but you would also screw any chance of completing the game in short order. Arena and Daggerfall gave you a lot of freedom, but very little in the way of meaningful consequences. The majority of RPGs from the 80s and 90s were essentially combat simulators, later with a linear story and/or cinematics tacked on.

The design of Fallout definitely resembled the design of a P&P RPG adventure far more than electronic RPGs before it, although a lot of P&P groups seem to play in a style that would make Diablo jealous. But the combat aspect had been done well for almost twenty years at that point; it was the other aspects that elevated Fallout above its contemporaries.

Sander said:
The point of having a turn-based combat structure is largely one of player skill vs. character skill, ease of use and the ability to have a tactical system where you actually, *gasp*, think about your actions.

But if your character has a low Intelligence score, then you shouldn't really have the option of *gasp* thinking about your actions in combat, since this is about player skill vs. character skill. Nor should you be able to solve any complex puzzles in the game world. Nobody ever argues for it to work the opposite way like this (and for good reason, as it would be very unsatisfying).

Sander said:
That's neat, but not the point. Again, why are you harping that Fallout and RPGs *only* consist of story and dialogue?

I never said that RPGs *only* consist of story and dialogue, so please don't put words in my mouth. I think those games that did were called "graphic adventures" and generally made by Sierra and LucasArts.

However, those aspects are what differentiate Fallout from your standard Diablo-ish or Final Fantasy Tactics-ish hackfests.
 
Eternal Dragon said:
I am not saying that my opinion overrides the developer's intent. But what I think is essential to the experience may not match -- or may even oppose -- the developer's intent.

You're forgetting one thing. Nobody cares.
Your opinion on what's essential has no bearing on what Fallout is or isn't.

I find it amusing how it's ludicrous for "my opinion to override the developer's intent" in this instance, but the fans' opinions on what is essential apparently mean everything when it comes to new Star Wars films, Lord of the Rings: books vs films, and everything else that gets geeky fans' panties in a knot.

What has that got to do with anything?
 
Eternal Dragon said:
Will you please tell me where these double-posts are occurring. An admin told me that in another thread but I have not seen any duplicate posts of mine anywhere, unless they are being deleted before I check back on the boards.

Or is this definition of "double post" mean put all of your responses in one session in a single message instead of multiple consecutive ones? Perhaps that's it, but that's not the meaning of double post that I'm familiar with.
You would've been if you had cared to read any posts here before posting yourself.
In any case, as has been said so many times before, yes that is the definition of double posting here. So cut it out.

Eternal Dragon said:
It is my observation that a great number of turn-based RPGs essentially become a power-level showdown. This is more the case in turn-based games where you don't have any real representation of the battlefield: Bard's Tale, Wizardry, Might & Magic, Dragon Quest, Final Fantasy, and the like.

I would make the argument that many turn-based RPGs, whether isometric or not, do not involve any meaningful tactical planning beyond "which enemy do I attack" and "when do I use my healing item?"

Very few games allow you to make use of the environment during battle, at best allowing you to set choke points at doors or corridors. Sometimes you can "take cover" behind an obstacle on your turn, only to have an enemy walk around the side on his turn. I would love it if more games really let you use the environment to a tactical advantage in a battle, but for many games it's essentially just a painted background with "walkable" and "nonwalkable" areas.

If you are have direct control over each member of your group, as in the old AD&D "Gold Box" Games, Realms of Arkania, Temple of Elemental Evil, Baldur's Gate and the other Infinity Engine games, or the "strategy RPG" genre games on the consoles, then there is a greater opportunity for some tactical thinking. If you only have control over your primary character and your companions are AI controlled, as in Fallout, Arcanum, or Ultima VII, then a lot of that tactical potential goes out the window because the AI is so stupid.
But this has nothing to do with turn-based combat, as the same is the case for most, if not all, single-player real-time games.

In any case, to suggest that somehow controlling a single character precludes any kind of strategy is ridiculous.
Eternal Dragon said:
That it does -- and I have never advocated otherwise. But in Fallout you're not really playing a party of characters; you're playing a single character and you have AI-controlled companions following you. Other than speaking to them and giving them general combat "strategies," you have no control over them whatsoever.

On another thread, there were complaints about the idea that a very high Perception score would let you "see" through a door and be aware of an enemy on the other side. Yet nobody complains when the exact same thing happens in an overhead view of combat; it is simply expected. You see opponents on the other side of walls and doors all of the time, and you also have eyes in the back and sides of your head to give you an omniscient perspective of the battlefield.
Which is not necessarily the case for a game at all.
In any case, the same thing happens in most P&P RPGs and in most cRPGs. However, again, this is easily changed in a lot of games and what is considered to be the best turn-based strategy so far (Jagged Alliance 2) has all of this.


Eternal Dragon said:
I am not saying that my opinion overrides the developer's intent. But what I think is essential to the experience may not match -- or may even oppose -- the developer's intent.

I find it amusing how it's ludicrous for "my opinion to override the developer's intent" in this instance, but the fans' opinions on what is essential apparently mean everything when it comes to new Star Wars films, Lord of the Rings: books vs films, and everything else that gets geeky fans' panties in a knot.
I find it amusing how you bring in examples that have nothing to do with the topic at hand.

Eternal Dragon said:
I totally agree that you lose part of the essential design of the original game Fallout. What I don't agree with is that specific design decision being essential to what made Fallout unique, or to the "spirit" of the game, if you will. It was a part of the core design, but I see it as a mostly cosmetic. Obviously, I'm in the minority here on that issue.
Yes you are, and what's even more amusing is that you reduce it to a matter of opinion, while we actually have facts supporting our case. To suggest that one part of the game didn't attribute to Fallout's uniqueness and another did is a purely arbitrary statement if you can't back it up with anything other than your opinion.

Eternal Dragon said:
But is it appropriate for a game where you only control a single entity? The original Fallout games didn't even hide the contents of rooms that were completely closed-off to you once you were inside. If you are a god or disembodied commander issuing orders to your units, having that bird's eye view makes sense; when you're supposed to be the character that you are controlling, it seems rather detached.
So do all P&P RPGs also seem detached to you?
Fallout wasn't about immersion and trying to approach a real-life situation as closely as possible, it was about providing a vehicle to allow your character to dictate the effectiveness of most actions.

Eternal Dragon said:
Of course combat is part of the P&P experience. I certainly wouldn't call it one of the defining features of the experience, but other players will certainly have different views on that.

The turn-based nature of P&P combat is less a defining aspect than it is a necessary one. When you have six players sitting around the table, plus a DM, there really isn't any other way to sequence combat actions; if everyone is yelling what they do in "real-time" it would quickly become utter chaos and only the loudest players would actually be heard. Unless you're into LARPing, turns are really the only practical way of sequencing and revolving actions.
Yes, but that's not the point. It isn't about what is necessary or not in a P&P game, but about what constitutes said P&P game. Any P&P game is turn-based, whether by design or necessity this is irrelevant as Fallout was about *recreating* this, not recreating its (perceived) original intent.

Eternal Dragon said:
You love that phrase. Saying it repeatedly doesn't make it true.
I'm sorry, I thought that explaining how something is a false dichotomy (as I did twice) is an argument, while saying 'You're wrong' isn't.
Eternal Dragon said:
It wasn't the combat system that made Fallout so different from other RPGs,
It was one of the things. Most RPGs at the time went for a real-time or real-time with pause system, and that was the prevailing trend. Fallout was a throwback to the classic RPG which did not conform to fashionable trends.
Eternal Dragon said:
But if your character has a low Intelligence score, then you shouldn't really have the option of *gasp* thinking about your actions in combat, since this is about player skill vs. character skill. Nor should you be able to solve any complex puzzles in the game world. Nobody ever argues for it to work the opposite way like this (and for good reason, as it would be very unsatisfying).
There's a fine line between playing the game for the player and letting the player play the game.

Eternal Dragon said:
I never said that RPGs *only* consist of story and dialogue, so please don't put words in my mouth. I think those games that did were called "graphic adventures" and generally made by Sierra and LucasArts.

However, those aspects are what differentiate Fallout from your standard Diablo-ish or Final Fantasy Tactics-ish hackfests.
Yes, but the turn-based combat would be what differentiates Fallout from a game like Planescape: Torment, Vampire: Bloodlines or Baldur's Gate 2.
 
I'm attached to the isometric view because I believe you need it for a game like fallout.

when you get into a battle in fallout it's very rarely against a single opponent, there are usually between 4 and 10 people engaging in the fight, even more so if you're attacking someone in town or it's part of a caravan event.

first person games have you tackle enemies 1 to 3 at a time, occasionally more. because if you had 15 dogs and raiders on your hands in first person view, you'd break down and cry trying to keep tabs on where everyone is with your limited view. unless of course you were playing Serious Sam and just kept your finger on the 'shoot' button.

I think alot of us are afraid that once Fallout goes to first person, all tactics will fly out the window and we'll be playing a mindless shooter with everything dumbed down.
 
I'm personally inclined to agree in many ways with Eternal Dragon.

I too always found it odd that you knew where everything was all the time. I would also like to see more tactics in the form of enviornmental interaction, cover, elevation bonus etc...

I'd also like to say that an Isometric Veiwpoint is not essential for FallOut.

Now that I've got your attention, I would say that turn-based combat is still an important component of what makes a FallOut game. What I mentioned above is simply what I perceive as flaws in Fallout's combat system.

What I would like to see is turn based combat where hiding behind objects affects chance to hit, and being on a roof or elevated position gives you better aim distance etc, as does laying prone or crouching.

As for the isometric veiw, rather then fix the camera I would like a free roaming camera, that can rotate, zoom, and fly wherever it wants-- but only a certain distance from the character. This distance would be impacted by Perception, as would what details you can glean about enemies and objects around you, and if/what you can see of enemies sneaking up behind you or hidden bhind walls (Perception is hearing and smell, so loud enemies behind walls could be grey shapes or something).

This would allow for a detailed look at the environment, more realistic/tactical/intersting combat, and the ability to still play a turn based game that maintains the basic gameplay of Fallout. Which is managing who you fight, and how, and how much time (action points) you spend doing any given action.
 
El_Smacko said:
What I would like to see is turn based combat where hiding behind objects affects chance to hit, and being on a roof or elevated position gives you better aim distance etc, as does laying prone or crouching.

This would allow for a detailed look at the environment, more realistic/tactical/intersting combat, and the ability to still play a turn based game that maintains the basic gameplay of Fallout. Which is managing who you fight, and how, and how much time (action points) you spend doing any given action.
What you're describing seems a lot like what was provided in Fallout Tactics. The fact of the matter is, most of what you're describing was not omitted from the combat of the original Fallouts because they just "forgot" or didn't have the technological capacity somehow, but because those things don't fit in with the developer's intent, which was simulating tabletop, PnP-style combat. You may or may not like it, but that's not really relevant. Obviously, the games were not made to appeal to people who don't like that sort of combat.
 
Kyuu said:
What you're describing seems a lot like what was provided in Fallout Tactics. The fact of the matter is, most of what you're describing was not omitted from the combat of the original Fallouts because they just "forgot" or didn't have the technological capacity somehow, but because those things don't fit in with the developer's intent, which was simulating tabletop, PnP-style combat.
No, that's a bullshit assumption. Many PnP rules include rules surrounding your perception of the environment, fields of view and cover.
Fact is, implementing all that properly takes a lot of time and effort that could've been spent on something else. There is no evidence whatsoever that they didn't implement field of view or cover because it wouldn't fit with the P&P background (which is ridiculous anyway, since it does fit).
 
Also, they had limited disk space. Adding crawling, kneeling, sitting, etc. animations for every humanoid would consume more disc space than was available (they already had to resign from a black VD model).
 
i like the graphics in fallout alot because its like eye candy, it just looks sweet and is a pleasure to look at. in a fps view its all boxy pixeled and ugly looking
 
I don’t know if it’s only me, but when I play RPGs in first person, I get the feeling of that I have to look around in every corner to get a good view of the area (and that’s something I have to do before I continue for some reason), and that takes way to much time.

It’s even worse in games there you look behind the character because in many of those games, it’s hard to operate the camera, making it take even longer to look around in the area (the reason why I hate most of the Zelda games).

I don’t know why you are complaining on the isometric view though, what new RPG game have an isometric view?

I even wish that 3d were never invented so rpg games still would have the 2d isometric view, I hardly like any new games and find myself only playing old games on my new computer.
 
"old games"?

FPS games have been cranking since before fallout was released.

Really good ones came out right around the same time. Try quake 2. It had one of the most versatile and innovative 3d engines that had ever been devised and it came out in 98.

They just didn't use a 3d engine for Fallout because it didn't fit what they were trying to do!

The reason you don't see any iso/tb/rpg games anymore is not that 3d engines were developed, it's because there are no developers with balls anymore who are willing to make a game that differs from the popular style of the day.. (FPP)

Fallout would have still been 2d even if they'd had the doom3 engine back then, because interplay used to be an innovative company and the Fallout devs were real men with real balls who made a great game without giving a shit that it wasn't what everyone else was doing at the time.
 
whirlingdervish said:
The reason you don't see any iso/tb/rpg games anymore is not that 3d engines were developed, it's because there are no developers with balls anymore who are willing to make a game that differs from the popular style of the day.. (FPP)


Thats a gross over exaggeration.
 
whirlingdervish said:
The reason you don't see any iso/tb/rpg games anymore is not that 3d engines were developed, it's because there are no developers with balls anymore who are willing to make a game that differs from the popular style of the day.. (FPP)

Another reason: system resources.
Compare to FP view, top-down/isometric always draw the entire scene in full view where in FP view, the computer only draws where your focus/aim is.

The new E3 Jagged Alliance 3 trailer is the good example. Just go watch it and you can feel how "laggy the game can be (or maybe just the result of sloppy work of developer). And it doesn't have FP view :mrgreen:
 
whirlingdervish said:
The reason you don't see any iso/tb/rpg games anymore is not that 3d engines were developed, it's because there are no developers with balls anymore who are willing to make a game that differs from the popular style of the day.. (FPP)
Well, that was my point. When 3d came out 2d became outdated and after that no one wanted to make “outdated” games, even if you still can make nice looking games in 2d. I have no problem that a game is in 3d, but because of the 3d not many games have the isometric view today

zioburosky13 said:
Another reason: system resources.
Compare to FP view, top-down/isometric always draw the entire scene in full view where in FP view, the computer only draws where your focus/aim is.
But in isometric view things don’t have to be as detailed. I think you can save more system resources in a game with isometric view then a game in 3d. And don’t forget that you in open places will see even more at your screen in 3d then in a isometric view.
 
ziuborsky said:
Another reason: system resources.
Compare to FP view, top-down/isometric always draw the entire scene in full view where in FP view, the computer only draws where your focus/aim is.
This is absolute horseshit. The viewing distance is much, much, much greater in a first person view, and hence that too will cost a lot of resources. Isometric is not more resource-intensive in any way.
 
Sander said:
ziuborsky said:
Another reason: system resources.
Compare to FP view, top-down/isometric always draw the entire scene in full view where in FP view, the computer only draws where your focus/aim is.
This is absolute horseshit. The viewing distance is much, much, much greater in a first person view, and hence that too will cost a lot of resources. Isometric is not more resource-intensive in any way.

Especially for oblivions game engine.

The draw distance was actually really impressive (especially so from onto of a mountain) and one of my favorite parts of the game. I'm not entirely sure how it works in engine, but I always had a concept for supplanting the draw distance with a lower res render of the world, a sort of model within a model that only shows up on the edge of the standard draw distance. Potentially possible to reduce the system resources by a large amount and still keep that view that's fun to look at.
 
Oblivion does use lower res models for the distance. A real draw distance looking like Oblivion's would consume far too many resources, so they implement this sort of "cheat".
This technique made it possible to implement a high draw distance in Morrowind even though it's engine didn't support it. For example:

screenshot234iz7.png


Everything after a certain cut off point switches to low detail meshes and textures.
 
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