I actually thought in my previous post about the fact that GW1 is more than 2.5D, I wanted to say "2.75D" but it's just a play on names, or an academic question (i.e. choosing the "right" words). What's important is to distinguish between the data structure representing the world (that is not 3D IMHO) and the rendering (which is 3D). Wiki has more
details on 2.5D and the related
HW technique of Z-buffering. The fact that layers seem interconnected in GW1 suggest the idea of 2.75D (you have 2D structures between the 2D planes, instead of just stacking 2D planes and having stairs between them).
I'm not convinced there's a Z-axis, instead of a map of "interconnected layers", meaning that the movement of the characters is done in a plane, which is mapped to the map, which is itself rendered to give the illusion of 3D.
2.5D stricly speaking is a stack of 2D planes, where you do have a Z-axis but it's not used fluidly, as in early "3D games" à la Doom, where you already had things like stairs and jumping. It means that you just have layers leading to other layers (that's the data point of view), and you're apparently exploring the Z-axis, but you're in fact just walking from one 2D plane to another 2D plane through some kind of structure (bridge, twisting of one plane/slope, stair, etc.). And you can thus make game mechanics (arrow hitting harder) depend on the stacking height (interesting question: does the arrow hitting harder effect changes depending on where you are on the stairs? If so, then I'm wrong!).
Having a full Z-axis requires being able to move in the 3 directions at once, which is why I think there's not really one in GW1, but the illusion of verticality (a quite good one IMHO, but it fails when you can melee-fight mobs that are above or beneath you, as if you were in the same plane of data, but it's rendered at different stacking order). And of course, real 3D is much more computationally costly, as you move from quadratic movements to cubic
I'm not sure if I'm clear, and it's my opinion anyway, I may be wrong as it's only based on my interpretation of gameplay and the limited information we have.
Quote:
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Originally Posted by Numa Pompilius
The Guild Wars engine supports a lot of features (not just jumping and flying, but also e.g. dynamic lighting) which are not currently implemented, or implemented in a very limited way, in order to reduce computational load.
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The /jump emote is not much of a Z-axis proof IMHO, it's more the illusion of verticality I was talking about (early games such as Doom do it, it's just a special feature to implement, not part of the core engine properties of 2.5D, core engine just managing the data structure, while the renderer can then distort and manipulate the 2.5D data structure so as to give you the impression that you're really moving inside the whole of the 3D space you can "imagine").
Where is there flying in GW1? (the only thing I can remember is Kunnavang's movement or the crows in GW:EN, but then why is it so seldomly used? I mean, is it not just a case of specially designed features, instead of the proof that there's a Z-axis)