by jinydu » Sat Oct 16, 2004 6:34 pm
PWrong, I agree with your main points, but I'll try to explain them more explicitly. Note that everything I write in this paragraph describes "primitive" video games, that is, those that were popular until about 10-15 (I'm not sure of the precise number) years ago, and the advent of 3D gaming. Our 2D video games rely on multiple (usually 2, or at most 3) 2D layers:
The main layer consists of the player-controlled character(s), the character's enemies and obstacles. All (or at least almost all) of the action takes place on the main layer. The player's view of the game always remains constant (it is impossible to "rotate the screen"). In order to show certain features more clearly, certain features are often distorted. For example, in some "profile" games (that is, you are supposed to see a profile, or side-ways view of the characters), the characters' faces are turned directly towards the player. This is obviously a distortion of a real 2D world, since the characters are all walking either left or right (yet their faces are turned outwards!), and in any case, they are supposed to have no conception of an outside, 3D world. In fact, a bionian would claim that the character's eyes are deep inside his body! As PWrong mentioned, the players do not see the insides of the 2D characters. This is because the characters are shown as if they were actually 3D beings, seen from a particular (but unchangeable) angle.
Then, there is/are background layer(s), usually depicting scenery that rarely interacts with the characters. They are shown as if they were actually behind the characters. However, the fact that it is impossible to move characters between layers makes the whole thing rather unconvincing. Thus, I would say that really old video games are best described as "2.5D". As PWrong mentioned, a bionian would be puzzled at a character's ability to walk through a mountain. However, we as 3D beings are unconvinced because of the finite number of layers, our character's inability to walk around obstacles or move towards that mountain in the background.
I think that what you have described is a "primitive" tetronian video game, analogous to the primitive video games I described in the above paragraphs. We would be confused by the character's ability to walk through mountains, unaware that the mountains are supposed to be in a different realm. However, tetronians would be unconvinced because of the character's inability to leave his realm.
But hopefully, the tetronians would eventually become ingenious enough to develop convincing "4D" games, analogous to our realisitic 3D games. Despite the limitation of a 3D screen, it would really look as if the characters could move through tetraspace. I'm quite sure that these 4D games would be much more complex than our 3D games, since the tetronians would have to keep track of enemies coming from many more directions.