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edit: except oh look even the definition says you are wrong
Also during the 1990s, isometric graphics began being used for Japanese role-playing video games (JRPGs) on console systems, particularly tactical role-playing games, many of which still use isometric graphics today. Examples include Front Mission (1995), Tactics Ogre (1995) and Final Fantasy Tactics (1997)—the latter of which used 3D graphics to create an environment where the player could freely rotate the camera. Other titles such as Vandal Hearts (1996) and Breath of Fire III (1997) carefully emulated an isometric view, but actually used perspective projection.
Please, do not confuse Dragon Age: Origins with other Dragon Age. DA:O is the gold standard that the others are only mere shadows of.
Even though I would like to change my previous statement that you can't have camera rotation in isometric games, because there are 3d rendered isometric games with limited camera rotation, I'm still of the opinion that neither DAO nor Divinity Original Sin are isometric.
I believe the confusion originates from the fact that in some of these games you have an isometric perspective. For example Divine Divinity is isometric while Original Sin only has an isometric perspective. Another example I think is Diablo 2 and Diable 3.
Having said that I don't remember DAO even having that. Maybe in the tactical mode only? It's been a while.
Edit: Sorry, I missed a post. It's what you said about having an isometric view, but using perspective projection. In isometric games parallel projection is used.
Even though it looks isometric from what I've seen, I haven't actually played it yet.
What I'm arguing is that DAO and DOS are not isometric, unlike Baldur's Gate, Icewind Dale and POE.
In order for a game to be isometric it has to be 3d rendered (if it's 3d rendered) with parallel projection and not perspective.
the exact definiton
The render is irrelevant. Now to be an isometric projection it would have to be explicitly NOT 3d rendered.
Any game with a fixed camera angle of around 45 degrees is isometric. Period. How it is rendered is entirely immaterial. For games that were NOT rendered in 3d the angle was also locked on the horizontal because there was nothing to see at any other angle as well but the same need not hold true for anything renedered in isometric view if everything is fully rendered in 3d.
It's so hard to get through because we are talking of different things.
This is the point I'm trying to make by someone who knows way better what they are talking about
http://www.rpgcodex.net/forums/index.php?threads/just-what-is-isometric.69829/
Also by your definition dao and nwn are not isometric.
That question would be valid if the design of the levels in Pathfinder: Kingmaker was compatible with the standard RPG iso camera.
It doesn't. I was playing this at a friends because I thought of buying this game and trying to move the party through the Kobold caves was agonizing - it was clearly design with a disregard to the players point of view.
Pathfinder: Kingmaker is struggling with UI issue that were fully solved already when X-COM: Terror from the Deep came out and that's 1995 we're talking about...
Don't get me wrong - the game looks great however since I don't suppose there will be an entire game art assets redesign I'd side with Maciora's point of view.
You get a medal!
It was just a disagreement.
Guys, don't you know Sword Coast Legends?
https://youtu.be/7jASG3F9h8g?t=2209
Edit: Myself being so used to it, I'm missing rotating camera in PF: KM, but on the other hand the involved resources could have been devoted to other areas.