Article View: comp.sys.ibm.pc.games.rpg
Article #721030Re: Isometric rpg games - Why r The Characters Always The Same Size ?
From: Ross Ridge
Date: Thu, 25 Jun 2015 16:09
Date: Thu, 25 Jun 2015 16:09
47 lines
3659 bytes
3659 bytes
Trimble Bracegirdle writes: >Diablo, Baulders Gate, Icewind Dale, Neverwinter Nights 1st...etc...Fallout >...etc..Pillars Of Eternity ..etc.. >Almost entirely because I can't get into the small characters display style. >I'm constantly aware that I can't see them or what there doing properly. > >I've been roaming around looking at many titles & I'm puzzled why the >characters are all shown about the same (little) size. >Is there some graphic 'standard' these games are designed to ? Well, that's what isometric means, same size. Things don't change in size as they move about the scene. But that's not what you mean. There's no standardized size for characters. The closest you come is the Infinity Engine games (Baldur's Gate, Icewind Dale) where unsuprisingly the characters are all the the same size. However Planescape: Torment is a notable exception, it's an Infnity Engine game with significantly larger characters. The reason why all these games have choosen to have relaltively small characters is because they're trying to fit a lot on to the screen at once. These games feature feature a party of characters and/or lots of enemies. They also feature ranged combat and going for a more tactical combat experience than just mindlessly hacking and slashing monsters. (Yes, even Diablo.) This requires that combat take place in a big enough space to allow characters room to maneuver and to make ranged combat meaningful. If the characters are too big, then either the player is going to end up being attacked by offscreen enemies he can't see or the engagement distance would have to shrink. Taken to extremes, if characters filled half the screen the game would be limited to a single character fighting everything at melee range. The tactical considations in combat would be pretty limitted. The player wouldn't even see the enemies until they were just about in melee range. If characters were a single pixel then engagement distances could be huge. You could model something like modern military combat, where long range snipers can shoot targets over a kilometer away. You could have thousands of characters, both party members and enemies, involved in a single engagement. Ross Ridge -- l/ // Ross Ridge -- The Great HTMU [oo][oo] rri...@csclub.uwaterloo.ca -()-/()/ http://www.csclub.uwaterloo.ca/~rridge/ db //
Technical Details
Message-ID:
<mmh94e$1cl$1@rumours.uwaterloo.ca>Path:
mbox-mo1.pugleaf.net!ul5ni96900lbb.0!nntp.google.com!goblin1!goblin.stu.neva.ru!ottix-news.ottix.net!utnut!rumours.uwaterloo.ca!.POSTED!not-for-mailReferences:
<mmfpmg$35g$1@speranza.aioe.org>Show Full Headers
Complete Article Headers
X-Received: by 10.194.158.134 with SMTP id wu6mr37460549wjb.6.1435248744157; Thu, 25 Jun 2015 09:12:24 -0700 (PDT) X-BeenThere: comp.sys.ibm.pc.games.rpg@googlegroups.com Received: by 10.152.42.232 with SMTP id r8ls351334lal.55.gmail; Thu, 25 Jun 2015 09:12:23 -0700 (PDT) X-Received: by 10.152.87.146 with SMTP id ay18mr17833291lab.6.1435248743014; Thu, 25 Jun 2015 09:12:23 -0700 (PDT) MIME-Version: 1.0 Path: mbox-mo1.pugleaf.net!ul5ni96900lbb.0!nntp.google.com!goblin1!goblin.stu.neva.ru!ottix-news.ottix.net!utnut!rumours.uwaterloo.ca!.POSTED!not-for-mail From: Ross Ridge <rri...@csclub.uwaterloo.ca> Newsgroups: comp.sys.ibm.pc.games.rpg,comp.sys.ibm.pc.games.action Subject: Re: Isometric rpg games - Why r The Characters Always The Same Size ? Date: Thu, 25 Jun 2015 12:09:50 -0400 Organization: University of Waterloo Lines: 47 Message-ID: <mmh94e$1cl$1@rumours.uwaterloo.ca> References: <mmfpmg$35g$1@speranza.aioe.org> NNTP-Posting-Host: caffeine.csclub.uwaterloo.ca X-Trace: rumours.uwaterloo.ca 1435248591 1429 129.97.134.17 (25 Jun 2015 16:09:51 GMT) X-Complaints-To: ab...@uwaterloo.ca NNTP-Posting-Date: Thu, 25 Jun 2015 16:09:51 +0000 (UTC) Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit