Polygon Ceiling: Difference between revisions

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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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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. [[Sub-Trope]] of [[Video Game 3D Leap]].
 
{{examples}}
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** ''[[Mortal Kombat]]'' is particularly guilty of this, with the gameplay and fatality systems being rebuilt with almost every new game.
** ''[[Mortal Kombat 4]]'' was a weird case. Even when it was fully 3-D, the gameplay was not greatly altered from the previous games (with only one limited way to move on the Z-Axis), making it very faithful to the original 2-D games.
** For ''Special Forces'', it probably doesn't help that the creative team behind it (including series co-creator John Tobias) quit Midway [[PunA Worldwide Punomenon|midway]] through development, thereafter the remaining brood rushed it to development.
** ''[[One Must Fall]] Battlegrounds'' attempted to do jump to 3D but failed due to many functionality problems. It was one of the most promising games ever made, but the bugs, lack of pilot/robot progress, inability to go through the arenas fast and awkward controls made for a big disappointment.
** ''[[The King of Fighters]]'' got around this with a "2.5D" subseries a la ''SFIV'' (in fact, predating it), the ''Maximum Impact'' line. For those who still aren't comfortable with the idea, it is explicitly an [[Alternate Continuity]]; the main games still use sprites. In a strange inversion, ''KOF XII'', which is sprite-based, proceeded to bomb. One of the reasons is how they scaled back on everything - half of the roster had been cut, and the main gameplay mode was nothing more than a glorified time trial.
** Nintendo's platform-fighting game series ''[[Super Smash Bros.]]'' was 2.5-D (3D models moving on a 2D plane) from the start.
** [https://web.archive.org/web/20140310175857/http://insomnia.ac/commentary/domination_101/2d_vs_3d/ This article] by Seth Killian, who would later become Capcom's [[Promoted Fanboy|adviser for all things Street Fighter]], pretty much explains why 2D has remained viable in the face of 3D.
 
== [[Platform Game]] ==
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[[Category:Videogame Culture]]
[[Category:{{PAGENAME}}]]
[[Category:Video Game Tropes]]