The traditional faux top-down perspective blends elements that are side view and elements that are top-down and elements that are partway between; this works with pixelart, which is more abstract, but really bothers people increasingly as you move into higher res stuff.
Since I've never played SNES or DS, I have very hard time understanding the above. Can you explain this better and perhaps to point me to some faux top-down screenines, so I could see what the problem is?
To clarify:
- I'm not sure what "traditional faux top-down perspective" is, and how it blends side view with top-down view
These are good questions, thanks for asking them. Here's one picture of Zelda 3:
http://www.danielthomas.org/Assets/Zelda3.jpgNote that:
1. You can see the tops of the bushes only.
2. You can see the entire top of the houses.
3. You can also see the entire front of the houses.
4. You can see the top and front of the cliffs.
5. You are seeing link from the side only, not any of the top of him.
6. You are seeing the ground from a straight-down perspective.
So you've got houses that are partly from the top and partly from the side, you've got things like bushes and the ground (and, elsewhere, things like benches) that are entirely from the top down, and you've got things like characters and monsters that are 100% from the side view.
Or check out this one from FF6:
http://pocketmedia.ign.com/pocket/image/article/764/764961/final-fantasy-vi-advance-20070215044811900-000.jpgNote that you can see the entire top of one roof on the right, and on that same building on the L hook to the top of that room, you can then only see the front. This gives the impression of something like a straight-on 3/4 perspective, but unlike an actual isometric view it's not technically a valid perspective at all.
My favorite example of this is from secret of mana, which has slightly worse graphics than either of the other two:
http://withfriendship.com/images/i/41321/Secret-of-Mana-image.jpgNote that the walls and windows at the top of the screen have the exact same perspective as the floor.
- I'm not sure what "pixelart" is.
Everything you could want to know, explained better than I could:
http://en.wikipedia.org/wiki/Pixel_art- I have no idea how resolution can possibly affect all this. I thought that the higher res is better...
Well... "better" is a funny concept. If you're talking 3D, then sure higher-res is better... in most circumstances. But 3D is a realistic approximation of what we see that is created by trying to mimic the laws of nature in some ways (well, that applies to raytracing more than raster, but go with me there -- technically that was wrong, but in the effect on the user that's right). Anyway, so with 3D, increasing the resolution just makes things crisper but doesn't really change anything else.
With 2D art, increasing the resolution increases the amount of detail that you see. When it comes to pixel art, that has a very distinctive style that you can get away with specifically because it is pixel-y. It is neccessarily abstract by very definition. Think of Picasso.
Now lets say you increase the resolution of your art, and it's no longer pixelart but it's still 2D. Now you have something that is much more detailed. It's hard to exactly explain why, but as things get more detailed, we expect more realism from them. At least in this sort of instance. And I don't mean it's a semantic preference of the viewer, I mean that our brains literally start rejecting the always-was-wrong perspective that it formerly accepted. I think it's a small form of the
uncanny valley, which despite what some folks think, I think is a
real thing when it comes to animation in particular.
Now, if you keep the art as being actual pixelart, but just increase the sharpness and smoothness of that pixelart, then you can increase the resolution safely. So, that's how you get retina-display type games like Zenonia 3, and they don't fall into this same trap. For example, this doesn't look any more off than the SNES versions, but it came out this year on the iPhone:
http://nodpad.com/wp-content/uploads/2011/05/zenonia3.pngThe problem was that the type of art I was doing was raytraced prerendered 3D, not pixelart, and so it was showing literal realistic angles per object... but a variety of angles for the scene as a whole. That mix of realism and detail with the fakey perspective threw the game into the uncanny valley, I think. Much as I tried to add more detail and so forth to fix that, it just swirled things around instead -- players were getting increasingly happy with the visuals of the top-down version of the game, that's true, but I felt like I had hit a wall where it wasn't going to get any better and where people still were not really happy with it. Hence the switch.
Now, I'm sorry for being completely clueless, and not following. I realize that you wrote your article assuming some basic level of understanding, that I don't have. I just hope you can give me some pointers, so I could understand this part better.
No worries, sorry about that. Hope this helps!
EDIT: Ninja'd by Naglas, who also explained it really well.