Posted March 08, 2021
dtgreene: For purposes of this topic, assume that anything not mentioned is the same between the games, and that battles take place on a separate screen (and are the same between these two games.
Given that, which would be easier to make:
1. A tile based RPG, much like earlier JRPGs (Dragon Quest and Final Fantasy 1-6), or like the overworld in classic Ultima games (but not the dungeons).
2. A first person grid based RPG, much like earlier Wizardry and Might and Magic (and the dungeons of early Utlima).
-Tile-based: as others have said, reusable art is always a plus for the developer. But, you also have to handle collisions for every entity that interacts with others and the environment. If you're developing your own framework/engine (been there for a while), you have to deal with this efficiently, especially if there's going to be numerous of them simultaneously. Given that, which would be easier to make:
1. A tile based RPG, much like earlier JRPGs (Dragon Quest and Final Fantasy 1-6), or like the overworld in classic Ultima games (but not the dungeons).
2. A first person grid based RPG, much like earlier Wizardry and Might and Magic (and the dungeons of early Utlima).
-1st person grid-based: multiple times more work is required for the art. But, you are also restricting movement to predefined nodes, so no collision handling. For each of your entities, only their surrounding nodes should be checked to react to other entities or the environment.
So it boils down to: code heavy in entity/environment collision/reaction vs code heavy in handling artwork/animation.
(I'm deliberately leaving out details like game logic, audio, shading, timing, input, etc. as these will need much work one way or another)