Eternal Dragon
First time out of the vault

Yes, this is a serious question.
I honestly don't understand why the overhead isometric point of view is endeared to so many RPG fans. Again, this is a serious question and I really do not want to get involved in any sort of flame war -- which is perhaps not avoidable, given that this is a rather touchy subject for a lot of RPG gamers.
I've played and enjoyed the majority of the well-known and more obscure role-playing titles from the 80s and early 90s. I enjoy games on all platforms, and always have. I've never been fond of twitch-based action games, I don't generally like first-person shooters (unless you count the Deus Ex/Thief/System Shock genre), I don't generally like real-time strategy games, I can't stand MMOs, and I'm not a huge fan of games that consist almost entirely of nonstop fighting (action or turn based).
The things that matter to me in an RPG -- character development, story, freedom of exploration, interaction with the world and its inhabitants -- are not dependent upon the game world being viewed from above.
In fact, when I am playing an RPG where I am taking on the role of a single main character, I feel more involved in the game when what I see on the screen is not an omnipotent, god's-eye view of the world, but the world much as my character sees it. I'm not going to use the oft-reviled and over-used term "immersive" here, but I do feel a lot more like I am actually in the game world when I see things in either a first-person perspective or from a position of just behind my character (I admit that I do like to see my character on-screen).
And if you are the sort of RPG gamer who believes that the outcome of your actions in the game should be entirely dependent upon your character's statistics and skills and not the gamer's, then it seems to me that a point of view approximating what your character sees should be preferable to one in which you have this more omniscient perspective (An entirely different argument of mine is that if the player's skill should not be the determinant of the outcome of physical actions such as combat or climbing, then logically parts of the game such as puzzles should be solved entirely based upon your character's Intelligence and not the player's skill in solving puzzles, but you rarely hear RPG fans claming that).
Early CRPGs, in fact, seemed to favour a first-person point of view; the games in the Wizardry, Might & Magic, and Bard's Tale series all used a first-person POV. The Ultima games up to and including Ultima V all used first-person views for their dungeons, but used a top-down perspective for traversing the overworld and towns. I think that this was due more to technological limitations than to an artistic or stylistic choice. Having played Might & Magic I, outdoor environments truely looked like crap in a first-person POV; it was just a dungeon maze with flat trees and mountains painted on the walls. Dungeon Master finally made these first-person environments finally look good!
Later CRPGs, such as the AD&D "Gold Box" titles (Pool of Radiance and its eight remakes... er sequels) used a first-person POV for moving about the world, but broke into an 3/4 overhead view for tactical combat. An overhead view makes sense when you're controlling 6+ characters in combat, such as those AD&D games and Ultima titles pre-U7.
When you are only directly controlling a single character and you either have no companions or they are AI controlled (such as in Fallout or Ultima VII), then I don't really see that an overhead view really adds much. It does give you an "unrealistic" peripheral vision and omniscient view of the battlefield, but that doesn't seem to me to be staying consistent to the theme of being "in character." If I am playing a game where I have to control multiple characters or units, then not being able to see an overview of the battlefield is frustrating and disadvantageous.
A modern RPG is obviously not going to use static 2D sprites and tiles like the games of old. But there is quite a vocal desire for a game with a full 3D engine but with the camera locked at an angle to view the world from overhead. Zooming and rotation are part of this vision, but why restrict the camera in such a way? How is it more in the spirit of role-playing and staying in character to view everything from overhead and have text descriptions float up to tell you what you see when you look at or search something than to just pull the camera directly in front of what you are searching -- you know, to get the same point of view as if you were actually performing the action -- and seeing it right up close?
Ultima IX dropped the ball in more ways than I can count, but it was awesome to be able to just look around the world and up at the sky. Why have a little diagram on the side of the screen showing you the phases of the moons and position of the sun when you can just look up in the sky and see for yourself?
And while an overhead view gives you a wider view of your immediate surroundings than what you would actually see in that position, it is at the expense of how far you can see, unless you can freely scroll the view about, which is a bit of a cheat is it not?
I suppose the overhead perspective approximates the tabletop RPG experience of miniature figures on a battle grid fairly well, but I question how useful or appropriate that metaphor is when this medium allows so many other options. If the DM could render a first-person view of the action for each and every player on the fly, he probably would.
So why is this overhead, isometric point of view so beloved by RPG fans? I've been playing CRPGs as long as anyone else here (or close enough), but I don't have any particular nostalgic feeling for it. In most RPGs, it just feel limiting to me.
(Now, obviously, in a game like Civilization where you are controlling dozens or hundreds of units and cities on a global scale, anything other than a more-or-less overhead view is going to be problematic. But I'm talking specifically about RPGs)
I honestly don't understand why the overhead isometric point of view is endeared to so many RPG fans. Again, this is a serious question and I really do not want to get involved in any sort of flame war -- which is perhaps not avoidable, given that this is a rather touchy subject for a lot of RPG gamers.
I've played and enjoyed the majority of the well-known and more obscure role-playing titles from the 80s and early 90s. I enjoy games on all platforms, and always have. I've never been fond of twitch-based action games, I don't generally like first-person shooters (unless you count the Deus Ex/Thief/System Shock genre), I don't generally like real-time strategy games, I can't stand MMOs, and I'm not a huge fan of games that consist almost entirely of nonstop fighting (action or turn based).
The things that matter to me in an RPG -- character development, story, freedom of exploration, interaction with the world and its inhabitants -- are not dependent upon the game world being viewed from above.
In fact, when I am playing an RPG where I am taking on the role of a single main character, I feel more involved in the game when what I see on the screen is not an omnipotent, god's-eye view of the world, but the world much as my character sees it. I'm not going to use the oft-reviled and over-used term "immersive" here, but I do feel a lot more like I am actually in the game world when I see things in either a first-person perspective or from a position of just behind my character (I admit that I do like to see my character on-screen).
And if you are the sort of RPG gamer who believes that the outcome of your actions in the game should be entirely dependent upon your character's statistics and skills and not the gamer's, then it seems to me that a point of view approximating what your character sees should be preferable to one in which you have this more omniscient perspective (An entirely different argument of mine is that if the player's skill should not be the determinant of the outcome of physical actions such as combat or climbing, then logically parts of the game such as puzzles should be solved entirely based upon your character's Intelligence and not the player's skill in solving puzzles, but you rarely hear RPG fans claming that).
Early CRPGs, in fact, seemed to favour a first-person point of view; the games in the Wizardry, Might & Magic, and Bard's Tale series all used a first-person POV. The Ultima games up to and including Ultima V all used first-person views for their dungeons, but used a top-down perspective for traversing the overworld and towns. I think that this was due more to technological limitations than to an artistic or stylistic choice. Having played Might & Magic I, outdoor environments truely looked like crap in a first-person POV; it was just a dungeon maze with flat trees and mountains painted on the walls. Dungeon Master finally made these first-person environments finally look good!
Later CRPGs, such as the AD&D "Gold Box" titles (Pool of Radiance and its eight remakes... er sequels) used a first-person POV for moving about the world, but broke into an 3/4 overhead view for tactical combat. An overhead view makes sense when you're controlling 6+ characters in combat, such as those AD&D games and Ultima titles pre-U7.
When you are only directly controlling a single character and you either have no companions or they are AI controlled (such as in Fallout or Ultima VII), then I don't really see that an overhead view really adds much. It does give you an "unrealistic" peripheral vision and omniscient view of the battlefield, but that doesn't seem to me to be staying consistent to the theme of being "in character." If I am playing a game where I have to control multiple characters or units, then not being able to see an overview of the battlefield is frustrating and disadvantageous.
A modern RPG is obviously not going to use static 2D sprites and tiles like the games of old. But there is quite a vocal desire for a game with a full 3D engine but with the camera locked at an angle to view the world from overhead. Zooming and rotation are part of this vision, but why restrict the camera in such a way? How is it more in the spirit of role-playing and staying in character to view everything from overhead and have text descriptions float up to tell you what you see when you look at or search something than to just pull the camera directly in front of what you are searching -- you know, to get the same point of view as if you were actually performing the action -- and seeing it right up close?
Ultima IX dropped the ball in more ways than I can count, but it was awesome to be able to just look around the world and up at the sky. Why have a little diagram on the side of the screen showing you the phases of the moons and position of the sun when you can just look up in the sky and see for yourself?
And while an overhead view gives you a wider view of your immediate surroundings than what you would actually see in that position, it is at the expense of how far you can see, unless you can freely scroll the view about, which is a bit of a cheat is it not?
I suppose the overhead perspective approximates the tabletop RPG experience of miniature figures on a battle grid fairly well, but I question how useful or appropriate that metaphor is when this medium allows so many other options. If the DM could render a first-person view of the action for each and every player on the fly, he probably would.
So why is this overhead, isometric point of view so beloved by RPG fans? I've been playing CRPGs as long as anyone else here (or close enough), but I don't have any particular nostalgic feeling for it. In most RPGs, it just feel limiting to me.
(Now, obviously, in a game like Civilization where you are controlling dozens or hundreds of units and cities on a global scale, anything other than a more-or-less overhead view is going to be problematic. But I'm talking specifically about RPGs)