At some point, though it's difficult to clarify the exact moment, the entire world of video game developers collectively went bat-excrement insane and decided that all games must have a z-axis in order to be considered... umm... "deep" (which I guess is true from a technical standpoint... but not quite what I was referring to). Right around this time, a few established franchises were permanently thrust into the third dimension kicking and screaming; some for better, some for worse. Dev's treated this new plane of existence like they were a doggy with a new bacon flavored chew toy and growled at anyone who dare try and take it away from them and I fear if it weren't for portable systems and their lack of graphical prowess, we'd have never looked back.
Final Fantasy VII, Sonic Adventure, Mario 64 (which I'm not quite certain isn't actually the 64th Mario title in existence, and not just a moniker of the system it was made for), Street Fighter EX, Mega Man Legends; so many titles making the leap, some soaring, some falling flat on their pretty little polygonal faces... it's hard to argue whether or not the paradigm shift was a good thing for gaming or not. In so many cases, the games change so drastically when moved from 2D to 3D that you can't really draw comparisons between them.
One thing that can be said is that in some genres, the leap made it so talented script writers had to learn to render models in order to keep a steady job in the industry. Production staffs swelled to unprecedented levels and often times it was too expensive to hire talented writers... besides, anyone can write story dialogue, everyone has access to a keyboard... but not everyone has the knowledge to make hair more realistic, especially if it's wet... or if there's a slight breeze... while on fire.
Meanwhile, back in reality-land, games slowly began to get shorter than this sentence. If it weren't for jRPG's and their undying will to be anything less than 30-40 hours worth of gameplay (read: grinding) and mammoth scripts (read: annoying worthless NPC dialogue), the average game length would be just a bit longer than your average Peter Jackson movie. Somehow, it got into everyone's brain that making more expensive, shorter games with less that zero replay value was the way to go. The catchphrase of the day was (is) "cinematic gaming" in an ever enduring quest for games to be taken seriously as an art form by... umm... mimicking another art form.
Let's have a little self-awareness party here shall we? Gaming, has been, and always will be entirely gimmick-based. Game developers are as prone to faddism as their clientele and will nearly always hop on the next "Me-Too" bus because the consumer base is largely consistent of attention-deficient "impress-me-now's" that unless you have bump-mapping, force-feedback-ing, moral-choice-metering, downloadable-content-ing, online-multiplayer-ing goodness in your title, consider you yesterday's news. We're a bunch of gameplay mechanic fashionistas that demand the newest available technology be injected into everything we open our wallet for... which is how you get fantastic games like Duke Nukem Forever.
The reason why the second dimension is one of the most important Princesses to save in my mind is much akin to the reason a haiku exists: Creativity bred from limitations. When you have to make a compelling experience in a technically limited space, the creative mind taps into a different part of the right side of the brain and forces the creator to be a different kind of creative than they would be with seemingly limitless possibilities. Imagine if you had to create a game like God of War in only two dimensions. Immediately your brain starts tapping into a different type of thinking; the kind that makes us figure out ways to fit square pegs into round holes. This is what made the SNES/Genesis days give us some of the most memorable experiences in gaming to this day, and why some of the best games on the first-gen 3D consoles were still brilliantly rendered in two dimensions (read: Castlevania: Symphony of the Night).
This PWS is the picture of the girl you'll never get to be with hanging up on your wall, or on your desktop wallpaper, she's the anime girl that you're in love with that will never be real, she's the Victoria's Secret catalog that you keep hidden from your wife and the picture of your ex-girlfriend you can never get back. The second dimension embodies fantasy simply because nothing in the real world can only exist in two dimensions. To lose the two-dimensional canvas in gaming is to pull it closer and closer to reality, which is exactly what we all try and escape when we play games.
-SP
Final Fantasy VII, Sonic Adventure, Mario 64 (which I'm not quite certain isn't actually the 64th Mario title in existence, and not just a moniker of the system it was made for), Street Fighter EX, Mega Man Legends; so many titles making the leap, some soaring, some falling flat on their pretty little polygonal faces... it's hard to argue whether or not the paradigm shift was a good thing for gaming or not. In so many cases, the games change so drastically when moved from 2D to 3D that you can't really draw comparisons between them.
One thing that can be said is that in some genres, the leap made it so talented script writers had to learn to render models in order to keep a steady job in the industry. Production staffs swelled to unprecedented levels and often times it was too expensive to hire talented writers... besides, anyone can write story dialogue, everyone has access to a keyboard... but not everyone has the knowledge to make hair more realistic, especially if it's wet... or if there's a slight breeze... while on fire.
Meanwhile, back in reality-land, games slowly began to get shorter than this sentence. If it weren't for jRPG's and their undying will to be anything less than 30-40 hours worth of gameplay (read: grinding) and mammoth scripts (read: annoying worthless NPC dialogue), the average game length would be just a bit longer than your average Peter Jackson movie. Somehow, it got into everyone's brain that making more expensive, shorter games with less that zero replay value was the way to go. The catchphrase of the day was (is) "cinematic gaming" in an ever enduring quest for games to be taken seriously as an art form by... umm... mimicking another art form.
Let's have a little self-awareness party here shall we? Gaming, has been, and always will be entirely gimmick-based. Game developers are as prone to faddism as their clientele and will nearly always hop on the next "Me-Too" bus because the consumer base is largely consistent of attention-deficient "impress-me-now's" that unless you have bump-mapping, force-feedback-ing, moral-choice-metering, downloadable-content-ing, online-multiplayer-ing goodness in your title, consider you yesterday's news. We're a bunch of gameplay mechanic fashionistas that demand the newest available technology be injected into everything we open our wallet for... which is how you get fantastic games like Duke Nukem Forever.
The reason why the second dimension is one of the most important Princesses to save in my mind is much akin to the reason a haiku exists: Creativity bred from limitations. When you have to make a compelling experience in a technically limited space, the creative mind taps into a different part of the right side of the brain and forces the creator to be a different kind of creative than they would be with seemingly limitless possibilities. Imagine if you had to create a game like God of War in only two dimensions. Immediately your brain starts tapping into a different type of thinking; the kind that makes us figure out ways to fit square pegs into round holes. This is what made the SNES/Genesis days give us some of the most memorable experiences in gaming to this day, and why some of the best games on the first-gen 3D consoles were still brilliantly rendered in two dimensions (read: Castlevania: Symphony of the Night).
This PWS is the picture of the girl you'll never get to be with hanging up on your wall, or on your desktop wallpaper, she's the anime girl that you're in love with that will never be real, she's the Victoria's Secret catalog that you keep hidden from your wife and the picture of your ex-girlfriend you can never get back. The second dimension embodies fantasy simply because nothing in the real world can only exist in two dimensions. To lose the two-dimensional canvas in gaming is to pull it closer and closer to reality, which is exactly what we all try and escape when we play games.
-SP