Hi
proline, thanks for sharing your thoughts. What makes the graphics in a wargame "tick" is surely an important and interesting question. But I'm afraid that this question is far more complex than you seem to believe, and I'm not convinced by your arguments. If anything, what you say looks like a subjective opinion, which you are trying to present as some ultimate truth.
First of all, you are saying that profile view is somehow very important. But we all remember that Panzer General used profile views, and Panzer General 2 abandoned this approach in favour of preudo-3D units in 8 orientations. If anything, profile view was LESS common in that game, because it did not match any direction between adjacent hexes. Despite this, the game was successful and is considered by many as a pinnacle of the series.
Don't get me wrong. I'm also a fan of profile view. This is exactly the reason why hex orientation in Panzer Corps 2 was changed. This is something which neither Panzer General 2 and 3 nor Order of Battle did. But I thought this was important, because this gives the units three natural orientations: perfect profile and two semi-profiles. So yeah, I totally understand where you are coming from, but I think that the importance of profile view is vastly exaggerated in your post.
Second, you seem to believe that "distorted" hexes are somehow evil. But my own playing experience does not confirm this. Ages ago, I enjoyed playing a hex-based game called Grandest Fleet. That 2D game used hexes which were "wider than they are tall". I was not bothered by this in the slightest.
If you think about it, this approach has certain advantages. For example, it allows you to fit more hexes vertically on a screen which is more wide than tall. In any event, you cannot seriously argue that this will make or break the game.
Third. You can argue that "god mode" means all units are confined to their respective hexes, which avoids confusion and makes the battlefield more clear. This is useful, but many 2D games which became golden classics did not follow this either. Heroes 3 did not follow this in its hex-based battlefield.
Other examples are isometric games: Civ 2 and 3, the old X-Com series, Master of Magic. Civ even did this on its global map, not in the smaller battle screen.
Fourth. You argue that in 3D moving the camera down creates strong perspective. But it is well known that the strength of perspective depends on the distance from the camera to the scene, and by changing this distance you can get any perspective you like. In fact, you can configure 3D engine to eliminate perspective altogether, but in practice you usually don't need to go this far.
Fifth. I don't think your evaluation of Panzer Corps graphics is correct. Units are not "20-30˚above horizontal", this is a very shallow angle. I think, this is what Panzer General used:
Now, in Panzer General angle was not consistent, but KV-1 and some others are probably 20-30˚. This is what shallow angle gives you. In Panzer Corps, the angle is closer to 45 degrees. On the other hand, the buildings are not "perhaps 20˚ off from above". If you look at the buildings which are close to perfect cubes in shape, you will notice that we see similar amount of their top and side surfaces. Although I no longer remember details, I'm pretty sure that units and buildings have the same angle in Panzer Corps (around 45 degrees).
The bottom line is that creating picture similar to Panzer Corps is 3D is definitely possible, although it is unnecessary to duplicate it directly (in particular, slight perspective is not a problem and most people expect to see some perspective in a 3d game). In fact, Order of Battle is pretty close, although Lucas chose slightly higher camera position in that game.
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With this out of the way, a few more comments.
- It is perfectly fine if you guys don't like how the new game looks, but please stop saying rubbish about "marketing said its a good idea". The decision to go 3D was made by me, and if I wanted to do a 2D game instead, I would. You keep saying that Panzer Corps could use a much needed 2D upgrade, in higher resolution etc. But the thing is, I have already made a game with such more advanced 2D graphics - Armageddon. And in that project I started hitting the limitations of 2D technology pretty hard. With all tiles and units 2x more res, all assets grew in size 4 times. 6 unit orientations meant 3x more space, and this was also true for each frame of our combat animations. We wanted animations on the map, but we quickly abandoned this idea. It was enough to multiply the number of river tiles (64) by the number of animation frames and by the number of river types to realize this was too huge a task to bother.
3D technology gives me tools to implement more "advanced" graphics which I want. No more and no less. Nobody is saying that other aspects of the game will miraculously improve themselves because of using 3D. We'll still need to do our job there. We are working on it.
- Personally, I'm not bothered by that fact that our screenshots draw so much negativity. The reason why they are included in the dev diary is, we wanted to give our readers something more substantial than just words. Words are cheap these days. We wanted to show that the game is not vaporware which exists only on paper, but that it is already in a pretty advanced state. You guys see the game as it stands now. We are aware of the problems, and will keep improving things until we, and the community, are happy. As I already said, 3D is not an obstacle here.
- I find it surprising that hardcore Panzer Corps community is so opposed to the idea of us trying to reach wider audience with the sequel. Bigger audience means bigger community, more active multiplayer, more user created content, tools and modes. This can only be good for everyone.
- Although there are many good 2D games out there, the idea that a 3D game is somehow "doomed" to fail is ridiculous, no matter what arguments you use to prove the point. Most strategy games are 3D these days. Big developers like Firaxis and Paradox do them. Smaller developers like Amplitude and Stardock do them. Most of Slitherine's own games are 3D these days. Even the smallest indie devs go 3D - look at the sequels to Unity of Command and Xenonauts. And of course, many many of these games are, or will be, successful.
- Regarding Panzer General 3D, personally I believe that this is a complex issue. The developer of the game, SSI, was obviously in turmoil at the moment, and their inability to develop the sqeries properly might be one reason. Gameplay was too different to its prequels and this pushed away a lot of players, although new rules were not necessarily bad per se. The approach to user interface in PG3D was too extreme to my taste - just look at their Shop implemented as a 3D scene. We are definitely not doing the same mistake. As for graphics, it was not even "proper" 3D, because most of the terrain was still painted. The fact that it did not look as good as Panzer General 2 shows that PG3D got much less attention than it could. However, I believe that terrain in Panzer Corps 2 does not suffer from this problem.