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General Tabletop Discussion
*Dungeons & Dragons
'Project Sigil' 3D Virtual Tabletop Finally Laid To Rest
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<blockquote data-quote="HywelPhillips" data-source="post: 9785311" data-attributes="member: 7029826"><p>I think the thing people underestimate is just how much WORK it is to do stuff in 3D. Like AAA games have entire departments just working on the levels and maps. In a 2D VTT you can grab a battlemap from the published adventure you are running, or a Patreon, or DriveThruRPG, or whip one up with any one of a number of programs from GIMP or Photoshop through Dungeondraft etc.. You can get away with a blank screen and a sketch map.</p><p></p><p>That's not going to fly in 3D - if it is so much work that the GM never uses the 3D, it might as well not exist. </p><p>Fantasy Grounds has a pretty good 2.5D implementation using a flat map as the ground and full-length images like stand-up tokens. You can drop trees etc. around and have an approximation of walls. But you know what? Few people seem to be using it. Because although it is way cool, it is also way more work for the GM to set up properly.</p><p></p><p>3D is SO MUCH MORE work. Even learning a 3D tool is a major learning curve. Dungeon Alchemist is kinda-3D but really works on a 2.5D organisation under the skin (pretty much). A full 3D environment it is not. </p><p></p><p>Even Hasbro didn't have the resources to do full 3D level designs for their own published adventures. No indie GM is going to do it for a weekly game. I have a friend who runs pretty good adventures in Talespire but every one-shot takes him MONTHS to build. </p><p></p><p>Whoever greenlit this project didn't realise that getting a working 3D engine is easy, but getting the maps and assets is insanely time- and resource-consuming.</p></blockquote><p></p>
[QUOTE="HywelPhillips, post: 9785311, member: 7029826"] I think the thing people underestimate is just how much WORK it is to do stuff in 3D. Like AAA games have entire departments just working on the levels and maps. In a 2D VTT you can grab a battlemap from the published adventure you are running, or a Patreon, or DriveThruRPG, or whip one up with any one of a number of programs from GIMP or Photoshop through Dungeondraft etc.. You can get away with a blank screen and a sketch map. That's not going to fly in 3D - if it is so much work that the GM never uses the 3D, it might as well not exist. Fantasy Grounds has a pretty good 2.5D implementation using a flat map as the ground and full-length images like stand-up tokens. You can drop trees etc. around and have an approximation of walls. But you know what? Few people seem to be using it. Because although it is way cool, it is also way more work for the GM to set up properly. 3D is SO MUCH MORE work. Even learning a 3D tool is a major learning curve. Dungeon Alchemist is kinda-3D but really works on a 2.5D organisation under the skin (pretty much). A full 3D environment it is not. Even Hasbro didn't have the resources to do full 3D level designs for their own published adventures. No indie GM is going to do it for a weekly game. I have a friend who runs pretty good adventures in Talespire but every one-shot takes him MONTHS to build. Whoever greenlit this project didn't realise that getting a working 3D engine is easy, but getting the maps and assets is insanely time- and resource-consuming. [/QUOTE]
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'Project Sigil' 3D Virtual Tabletop Finally Laid To Rest
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