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2D or 3D?

I mean this has really been the most common question I’ve asked myself during the initial design process because I’m so torn between which one will create the experience I want.

Yes, the ‘fishing’ experience has been shown in both 2D and 3D before, and both give me that sense of achievement that I have caught something amazing and wonderous. However with the added mechanics and the idea of creating a world with a sense of wonder, I dabble in the idea of creating a 3D game.

I know that a 2D sidescroller would not work in this scenario because the game does not lend itself well to small or restricted worlds; I would be limited to a linear space.

How to get fishing bait in Terraria | Gamepur
Fishing in stardew valley can become extremely boring and repetitive with no new places to fish once the whole map is explored. Their mechanics also depend on the time of day or weather within the game instead of exploration.

However a top-down 2D game would work for this particular experience as players would still be able to explore and find new areas; keeping that sense of wonder throughout the game. However top-down 2D does limit what the player can experience with the mechanics of the game.

Golden Spots for Fishing in Stardew Valley - Album on Imgur
A primary example of interesting top-down fishing is stardew valley; they create different fishing spots which make the player curious as to what they could catch in each place.

With a 3D game the player would be able to experience fishing in a more dynamic world and embrace the adventure of going underwater.

The ideas I’ve had for mechanics lend themselves well to 3D perspectives such as third or first person. Third person perspective will allow the player to have a better connection to the character, but maybe switching to first person in more specific areas might create a better gameplay experience for the player; I want them to SEE the fish and feel like they are in the moment.

Below is an example of how Zelda: Twilight princess changes the player’s perspective when they enter fishing mode, allowing the player to see more of the water and letting the fishing rod become the center of attention.

Hena's Fishing Hole - Piece of Heart Location
Twilight Princess Bottles
Perspective change when fishing.

In order to progress from these thoughts the next stage would be to create a first and third person prototype and experiment with potentially switching between the two. This will come in another blog soon!

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