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Do you want a 3D vtt?
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<blockquote data-quote="Steel_Wind" data-source="post: 8852854" data-attributes="member: 20741"><p>Yes and no.</p><p></p><p>Here's the issue: Because of the way that most 3d Art is implemented, its use usually creates a barrier to entry by those who are not well versed in it. What was a democratized, mass market product can instantly become an elitist tool beyond the technical skills of the Many and is reduced to the hands of a Few at a stroke.</p><p></p><p>This is not inevitable, but it is a <em>likely</em> outcome if not handled properly.</p><p></p><p>The best example of this is the difference between BioWare's NWN 1 toolset and Obsidian's NWN2 toolset.</p><p>BioWare's was tile based and easily accessible by Many. The number of community modules was vast. NWN2's used a free form mesh and objects instead of tiles. Visual fidelity was greater -- but the ease of use of the toolset plunged and there was suddenly a <em>significant barrier to entry</em> where before there was none. <strong><em>And so the Many became the Few.</em></strong></p><p></p><p>So, I hear ya on not wanting 3d, but it's a more nuanced question than that. Not all 3d art implementations need create a barrier to entry - but MOST will. How it is handled and implemented is the more important question.</p><p></p><p>There is also the integration of current AI tools which are now <strong><em>exploding</em></strong> in the development process. Though those tools are not yet ready for consumer use, there is <em>every reason to think</em> that they will be within the next 3-6 months. If those tools make 3d assets, or at least, will render 2d images of 3d assets in a very useful way, that can impact on 3d VTT's (or 2.5D VTTs if implemented via isometric perspective.)</p><p></p><p><strong><em><span style="color: rgb(251, 160, 38)">tl;dr: </span></em></strong> It's not as simple a question as you pose; it's more nuanced than that.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 8852854, member: 20741"] Yes and no. Here's the issue: Because of the way that most 3d Art is implemented, its use usually creates a barrier to entry by those who are not well versed in it. What was a democratized, mass market product can instantly become an elitist tool beyond the technical skills of the Many and is reduced to the hands of a Few at a stroke. This is not inevitable, but it is a [I]likely[/I] outcome if not handled properly. The best example of this is the difference between BioWare's NWN 1 toolset and Obsidian's NWN2 toolset. BioWare's was tile based and easily accessible by Many. The number of community modules was vast. NWN2's used a free form mesh and objects instead of tiles. Visual fidelity was greater -- but the ease of use of the toolset plunged and there was suddenly a [I]significant barrier to entry[/I] where before there was none. [B][I]And so the Many became the Few.[/I][/B] So, I hear ya on not wanting 3d, but it's a more nuanced question than that. Not all 3d art implementations need create a barrier to entry - but MOST will. How it is handled and implemented is the more important question. There is also the integration of current AI tools which are now [B][I]exploding[/I][/B] in the development process. Though those tools are not yet ready for consumer use, there is [I]every reason to think[/I] that they will be within the next 3-6 months. If those tools make 3d assets, or at least, will render 2d images of 3d assets in a very useful way, that can impact on 3d VTT's (or 2.5D VTTs if implemented via isometric perspective.) [B][I][COLOR=rgb(251, 160, 38)]tl;dr: [/COLOR][/I][/B] It's not as simple a question as you pose; it's more nuanced than that. [/QUOTE]
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