Miaghstir: Not necessarily, a 2D engine could very well account for arbitrary resolutions above a certain minimum required to display the UI. It could even use different UIs to suit different resolutions so that a 1920x1080 user can get a UI better suited to higher resolutions (say, with larger icons, different layout, or whatnot) while a 1024x600 user (or a handheld with 480x320) could get a UI better suited to that resolution.
yeah, that sounds so much more practical than a 3D engine that'll support any resolution that'll ever be used...
Miaghstir: Both the Infinity Engine and, later, GemRB has done this to an extent (support for different resolutions, though not completely arbitrary but limited to what resolutions the UI files are made for). I can't say anything about other 2D engines as I haven't worked with them, but there is nothing forcing 2D engines to fixed aspect ratios or resolutions.
2D artwork won't scale up with higher resolutions, so even if you could choose a higher display resolution you'd be stuck with tiny figures and characters.
most 2D-based games don't support higher resolutions. BG was fixed to 800x600. so was Commandos 3. even BG2 and Commandos 2 don't make much sense beyond 1024x768. you can often force higher resolutions but this almost always results in some drawbacks such as tiny models, visual corruption and GUI issues.
no thanks.