A fact from Isometric video game graphics appeared on Wikipedia's
Main Page in the
Did you know column on 10 June 2009 (
check views). The text of the entry was as follows:
|
This article was nominated for merging with 2.5D on July 2, 2011. The result of the discussion was No Consensus. |
This article originally evolved in the Isometric projection article. It is now split because there is a whole category of articles related to this subject. I do think such a category needs a separate article. -- Marcel Douwe Dekker ( talk) 21:30, 2 June 2009 (UTC)
Nice article! However, I think the image of the wooden cabinet does not express the differences clearly enough, especially for users who either don't know what isometric means, or only understand the misusage of the term. The colored axes in the image are small and somewhat indistinct. SharkD ( talk) 07:40, 2 November 2009 (UTC)
Further, it might be good to broaden the scope of the article to "Graphical projection in video games" to include perspective and other projections. SharkD ( talk) 20:59, 5 November 2009 (UTC)
I suggest renaming/moving the article to Isometric projection in video games since the article is more about the projection(s) used and not so much about the video games themselves per se. SharkD Talk 03:30, 29 November 2009 (UTC)
Support yes I agree, The article should be, and is, describing the projection not the games. Carlwev ( talk) 12:50, 30 November 2009 (UTC)
The article is well written; I want to add some things but am unsure off how to without ruining the flow of the article.
Basically a paragraph about the common use of rotating the view 90 degrees in many games. And the accidental or deliberate hiding of things from view, that is fairly common and well known. Perhaps a paragraph like this maybe.
In games that use isometric graphics, large or tall objects, walls and buildings can block the view of smaller, shorter, objects, or objects and pathways that are lower down. It is possible a hazard could be hidden on a path that looks safe, and there maybe pathways present where it looks like there are none. In city building games it may be impossible to click on a particular building if it is completely hidden behind another. Games such as those in the SimCity series and Spindizzy Worlds allow the player to rotate the view 90 degrees and see the environment from 4 different angles, so that things that are hidden from view in one angle are visible from another. In some games such as Landstalker where the view cannot be rotated, most areas are not obscured from view and those that are obscured are either not accessible or empty of any objects and hazards. However there are small number of pathways that are deliberately hidden from view behind walls or trees, especially to secret items or in later, more difficult parts of the game.
Also a paragraph about later games that have true 3d graphics with perspective but use angles and views that look just like isometric. A view from slightly but not fully above so the vanishing point of the perspective is off screen. The environment uses square tiles or is at least made up of mostly right angles and the camera faces the corners of the tiles not the straight edge. Games, often in a series that previously used isometric view, like Civilization 4, Transport Tycoon on the PlayStation has isometric and 3d views, Dark Savior, Vandal Hearts which also has the rotating the view 90 degrees.
Another common thing - Pathways are always pointing diagonal, up to the right not straight up, some games will make the up direction on the joypad move up to the right following the paths in game. Marble Madness gave the option of having this option on or off. Rings of Power had the option of having up going up to the right or up going up to the left called "lefty" and "righty" controls in the game.
Carlwev ( talk) 10:32, 30 December 2009 (UTC)
See here for a recent dispute over the Wasteland 2 article. SharkD Talk 18:59, 12 March 2013 (UTC)
Thought this screenshot could be of use in the future. czar ⨹ 04:18, 15 February 2015 (UTC)
"By the late 1990s, RPGs like Vandal Hearts (1996), Final Fantasy Tactics (1997) and Breath of Fire III (1997) were using 3D graphics to create rotatic isometric environments where the player could freely rotate the camera."
What are "rotatic isometric environments"? I don't think "rotatic" is a word. 71.46.106.61 ( talk) 10:49, 14 November 2015 (UTC)
Quote: "With the advent of more powerful graphics systems, isometric projection has become less common, instead being replaced by perspective projection." We might want to also mention retro indie titles, or RPGs like TToN, that still opt for isometric perspective. SharkD Talk 06:34, 29 March 2017 (UTC)
File:Fallout2-reactor.jpg Interplay Entertainment helped popularize the use of an overhead, axonometric view in its RPGs during the late 1990s and early 2000s. Pictured here is Fallout 2 (1998).
I want to use this image, but the article already has a lot of images already. Also, this article mentions Shadowrun Returns as one of the best-looking isometric games. It could make a good addition as well. SharkD Talk 03:48, 2 April 2017 (UTC)
I wanted to create additional galleries for other projections, such as oblique projections. However, I don't know of any FOSS games/images that use them. SharkD Talk 17:56, 1 October 2017 (UTC)
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The result of the move request was: no clear consensus to move the page to any particular title at this time, per the discussion below. Dekimasu よ! 18:52, 12 July 2018 (UTC)
Isometric graphics in video games and pixel art → Isometric graphics – The title is currently unnecessary long and clunky. There's no other "isometric graphics" article, isometric projection already has a hatnote to this article. soetermans. ↑↑↓↓←→←→ B A TALK 11:37, 23 June 2018 (UTC) --Relisting. Iffy★ Chat -- 14:22, 2 July 2018 (UTC)
This discussion was listed at Wikipedia:Move review on 25 July 2018. The result of the move review was endorse. |
The result of the move request was: Move to Isometric computer graphics. There is a unanimous consensus for a move away from the present title, and of the options discussed, this one is the best supported. In closing, I noted the issues raised by SMcCandlish that "Isometric video game" implies a type of video game whereas "Isometric computer graphics", like the former title "Isometric graphics in video games and pixel art", does not. I also note SharkD's objection to "Isometric computer graphics" on the grounds of potential confusion with Isometric projection, though that is also an issue with the former title. There may be a better title; if one is identified, feel free to start another RM.-- Cúchullain t/ c 13:57, 25 July 2018 (UTC)
Isometric graphics in video games and pixel art →
Isometric video game – Title is long and clunky, and would be better understood and useful as an internal wikilink if it described instead this video game presentation style/genre (much like
first-person shooter or
side-scrolling video game).
Netoholic
@
22:13, 13 July 2018 (UTC)
@ Cuchullain: Umm, why did you do this move? The discussion was 2 for and 2 against. In fact, there were also 2 people who wanted to move to Isometric video game (the original suggestion). Not a wide enough margin to show consensus, I think. Thanks. SharkD ☎ 08:32, 25 July 2018 (UTC)
I made these two images:
They're meant to replace the first two images, and are meant to be companions to the blue images later on in the article. Should I go ahead and switch them? SharkD Talk 06:59, 16 July 2018 (UTC)
The result of the move request was: moved as requested per the discussion below. Kraose ( talk) 15:47, 17 October 2018 (UTC)
Isometric computer graphics →
Isometric video game graphics – Relisted as per
Wikipedia:Move review/Log/2018 July. The suggested title 1. describes the topic of the article adequately; 2. avoids confusion with several arguably more important non-video game uses of isometric computer graphics, such as in
computer aided drafting,
descriptive geometry, etc. that the current title suffers from; 3. avoids confusion with
isometric gameplay (no citations?),
isometric role-playing game,
isometric platformer, etc. that
User:Netoholic's earlier suggestion suffers from. I prefer the original title at
Isometric graphics in video games and pixel art, but there was consensus to change it to something else. ➧
datumizer
☎ 02:21, 7 September 2018 (UTC) --Relisting.
Dreamy Jazz 🎷
talk to me |
my contributions 22:29, 17 September 2018 (UTC)--Relisting. —usernamekiran
(talk)
00:29, 6 October 2018 (UTC)
The following Wikimedia Commons file used on this page has been nominated for deletion:
Participate in the deletion discussion at the nomination page. — Community Tech bot ( talk) 09:36, 6 July 2019 (UTC)
The following Wikimedia Commons files used on this page have been nominated for speedy deletion:
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The following Wikimedia Commons file used on this page has been nominated for deletion:
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The redirect Isometric perspective has been listed at redirects for discussion to determine whether its use and function meets the redirect guidelines. Readers of this page are welcome to comment on this redirect at Wikipedia:Redirects for discussion/Log/2023 July 18 § Isometric perspective until a consensus is reached. CopperyMarrow15 ( talk) 01:44, 18 July 2023 (UTC)
A fact from Isometric video game graphics appeared on Wikipedia's
Main Page in the
Did you know column on 10 June 2009 (
check views). The text of the entry was as follows:
|
This article is rated C-class on Wikipedia's
content assessment scale. It is of interest to the following WikiProjects: | ||||||||||||||||||||||
|
This article was nominated for merging with 2.5D on July 2, 2011. The result of the discussion was No Consensus. |
This article originally evolved in the Isometric projection article. It is now split because there is a whole category of articles related to this subject. I do think such a category needs a separate article. -- Marcel Douwe Dekker ( talk) 21:30, 2 June 2009 (UTC)
Nice article! However, I think the image of the wooden cabinet does not express the differences clearly enough, especially for users who either don't know what isometric means, or only understand the misusage of the term. The colored axes in the image are small and somewhat indistinct. SharkD ( talk) 07:40, 2 November 2009 (UTC)
Further, it might be good to broaden the scope of the article to "Graphical projection in video games" to include perspective and other projections. SharkD ( talk) 20:59, 5 November 2009 (UTC)
I suggest renaming/moving the article to Isometric projection in video games since the article is more about the projection(s) used and not so much about the video games themselves per se. SharkD Talk 03:30, 29 November 2009 (UTC)
Support yes I agree, The article should be, and is, describing the projection not the games. Carlwev ( talk) 12:50, 30 November 2009 (UTC)
The article is well written; I want to add some things but am unsure off how to without ruining the flow of the article.
Basically a paragraph about the common use of rotating the view 90 degrees in many games. And the accidental or deliberate hiding of things from view, that is fairly common and well known. Perhaps a paragraph like this maybe.
In games that use isometric graphics, large or tall objects, walls and buildings can block the view of smaller, shorter, objects, or objects and pathways that are lower down. It is possible a hazard could be hidden on a path that looks safe, and there maybe pathways present where it looks like there are none. In city building games it may be impossible to click on a particular building if it is completely hidden behind another. Games such as those in the SimCity series and Spindizzy Worlds allow the player to rotate the view 90 degrees and see the environment from 4 different angles, so that things that are hidden from view in one angle are visible from another. In some games such as Landstalker where the view cannot be rotated, most areas are not obscured from view and those that are obscured are either not accessible or empty of any objects and hazards. However there are small number of pathways that are deliberately hidden from view behind walls or trees, especially to secret items or in later, more difficult parts of the game.
Also a paragraph about later games that have true 3d graphics with perspective but use angles and views that look just like isometric. A view from slightly but not fully above so the vanishing point of the perspective is off screen. The environment uses square tiles or is at least made up of mostly right angles and the camera faces the corners of the tiles not the straight edge. Games, often in a series that previously used isometric view, like Civilization 4, Transport Tycoon on the PlayStation has isometric and 3d views, Dark Savior, Vandal Hearts which also has the rotating the view 90 degrees.
Another common thing - Pathways are always pointing diagonal, up to the right not straight up, some games will make the up direction on the joypad move up to the right following the paths in game. Marble Madness gave the option of having this option on or off. Rings of Power had the option of having up going up to the right or up going up to the left called "lefty" and "righty" controls in the game.
Carlwev ( talk) 10:32, 30 December 2009 (UTC)
See here for a recent dispute over the Wasteland 2 article. SharkD Talk 18:59, 12 March 2013 (UTC)
Thought this screenshot could be of use in the future. czar ⨹ 04:18, 15 February 2015 (UTC)
"By the late 1990s, RPGs like Vandal Hearts (1996), Final Fantasy Tactics (1997) and Breath of Fire III (1997) were using 3D graphics to create rotatic isometric environments where the player could freely rotate the camera."
What are "rotatic isometric environments"? I don't think "rotatic" is a word. 71.46.106.61 ( talk) 10:49, 14 November 2015 (UTC)
Quote: "With the advent of more powerful graphics systems, isometric projection has become less common, instead being replaced by perspective projection." We might want to also mention retro indie titles, or RPGs like TToN, that still opt for isometric perspective. SharkD Talk 06:34, 29 March 2017 (UTC)
File:Fallout2-reactor.jpg Interplay Entertainment helped popularize the use of an overhead, axonometric view in its RPGs during the late 1990s and early 2000s. Pictured here is Fallout 2 (1998).
I want to use this image, but the article already has a lot of images already. Also, this article mentions Shadowrun Returns as one of the best-looking isometric games. It could make a good addition as well. SharkD Talk 03:48, 2 April 2017 (UTC)
I wanted to create additional galleries for other projections, such as oblique projections. However, I don't know of any FOSS games/images that use them. SharkD Talk 17:56, 1 October 2017 (UTC)
Hello fellow Wikipedians,
I have just modified one external link on Isometric graphics in video games and pixel art. Please take a moment to review my edit. If you have any questions, or need the bot to ignore the links, or the page altogether, please visit this simple FaQ for additional information. I made the following changes:
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This message was posted before February 2018.
After February 2018, "External links modified" talk page sections are no longer generated or monitored by InternetArchiveBot. No special action is required regarding these talk page notices, other than
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Cheers.— InternetArchiveBot ( Report bug) 14:21, 17 November 2017 (UTC)
The result of the move request was: no clear consensus to move the page to any particular title at this time, per the discussion below. Dekimasu よ! 18:52, 12 July 2018 (UTC)
Isometric graphics in video games and pixel art → Isometric graphics – The title is currently unnecessary long and clunky. There's no other "isometric graphics" article, isometric projection already has a hatnote to this article. soetermans. ↑↑↓↓←→←→ B A TALK 11:37, 23 June 2018 (UTC) --Relisting. Iffy★ Chat -- 14:22, 2 July 2018 (UTC)
This discussion was listed at Wikipedia:Move review on 25 July 2018. The result of the move review was endorse. |
The result of the move request was: Move to Isometric computer graphics. There is a unanimous consensus for a move away from the present title, and of the options discussed, this one is the best supported. In closing, I noted the issues raised by SMcCandlish that "Isometric video game" implies a type of video game whereas "Isometric computer graphics", like the former title "Isometric graphics in video games and pixel art", does not. I also note SharkD's objection to "Isometric computer graphics" on the grounds of potential confusion with Isometric projection, though that is also an issue with the former title. There may be a better title; if one is identified, feel free to start another RM.-- Cúchullain t/ c 13:57, 25 July 2018 (UTC)
Isometric graphics in video games and pixel art →
Isometric video game – Title is long and clunky, and would be better understood and useful as an internal wikilink if it described instead this video game presentation style/genre (much like
first-person shooter or
side-scrolling video game).
Netoholic
@
22:13, 13 July 2018 (UTC)
@ Cuchullain: Umm, why did you do this move? The discussion was 2 for and 2 against. In fact, there were also 2 people who wanted to move to Isometric video game (the original suggestion). Not a wide enough margin to show consensus, I think. Thanks. SharkD ☎ 08:32, 25 July 2018 (UTC)
I made these two images:
They're meant to replace the first two images, and are meant to be companions to the blue images later on in the article. Should I go ahead and switch them? SharkD Talk 06:59, 16 July 2018 (UTC)
The result of the move request was: moved as requested per the discussion below. Kraose ( talk) 15:47, 17 October 2018 (UTC)
Isometric computer graphics →
Isometric video game graphics – Relisted as per
Wikipedia:Move review/Log/2018 July. The suggested title 1. describes the topic of the article adequately; 2. avoids confusion with several arguably more important non-video game uses of isometric computer graphics, such as in
computer aided drafting,
descriptive geometry, etc. that the current title suffers from; 3. avoids confusion with
isometric gameplay (no citations?),
isometric role-playing game,
isometric platformer, etc. that
User:Netoholic's earlier suggestion suffers from. I prefer the original title at
Isometric graphics in video games and pixel art, but there was consensus to change it to something else. ➧
datumizer
☎ 02:21, 7 September 2018 (UTC) --Relisting.
Dreamy Jazz 🎷
talk to me |
my contributions 22:29, 17 September 2018 (UTC)--Relisting. —usernamekiran
(talk)
00:29, 6 October 2018 (UTC)
The following Wikimedia Commons file used on this page has been nominated for deletion:
Participate in the deletion discussion at the nomination page. — Community Tech bot ( talk) 09:36, 6 July 2019 (UTC)
The following Wikimedia Commons files used on this page have been nominated for speedy deletion:
You can see the reasons for deletion at the file description pages linked above. — Community Tech bot ( talk) 14:37, 27 July 2019 (UTC)
The following Wikimedia Commons file used on this page has been nominated for deletion:
Participate in the deletion discussion at the nomination page. — Community Tech bot ( talk) 16:51, 27 July 2019 (UTC)
The redirect Isometric perspective has been listed at redirects for discussion to determine whether its use and function meets the redirect guidelines. Readers of this page are welcome to comment on this redirect at Wikipedia:Redirects for discussion/Log/2023 July 18 § Isometric perspective until a consensus is reached. CopperyMarrow15 ( talk) 01:44, 18 July 2023 (UTC)