Ok, here are some things that came to my mind. They are all very basic and not very exciting, but still:
- For my biology studies, I have worked and learned with 3D molecule visualizers. Many of these let you switch to an anaglyph 3D view because, even though they are rendered in "classical" 3D, it is sometimes impossible to make out the actual structure of the atoms, even when you rotate and scale the model. Once you put on the glasses, the way the molecule is constructed is immediatly clear; the 3D effect isn't just a nice thing to have, it is important to get a grasp of the structure.
- A Shmup with a certain degree of freedom to the front and back. Indicating at what height the enemy sprites are flying is possible to make in 2D with size and shadows, but still impossible to make in this kind of game. With 3D, avoiding these on 3 axis would actually be possible and a very new gameplay experience. See the "speed and course of an object" paragraph below.
- Lots of optical illusions stop working when you add depth perception. At a very basic level, I can imagine a game that plays with these different perceptions and would not be possible to play only in 2D.
- Games like plants vs zombies take place on a grid, obviously for playability. Even with polygons and a rotatable camera, players would place the camera so that the units would not overlap one another, to keep them apart more easily. Depth makes different planes of gameplay immediatly and intuitively obvious, allowing for more camera play and less fiddling around.
- Breaking the 4th wall: In the DS RPG "Contact", the player was involved in the game world. Depth can be used as a storytelling medium, where 2D elements are one part of the story, and 3D elements are another, clearly distinguished from one another. You could maybe make a similar distinction using other visual aids, but it probably wouldn't be as powerful, especially if the 3D elements are supposed to speak to the person in front of the handheld.
- Estimating the speed and course of an object. People without depth perception often have problems with estimating when an object will be where, and how fast it is travelling. One-eye visuals work best with clearly distinguishable objects that move at medium speed. Once things are perfectly still or move very fast, our brain has difficulty handling them without depth perception. Videogames have always been designed to not include depth information. Who knows what a developer can do in terms of having the player work with moving objects once the player can use both eyes? Nobody's ever really tried.
- Distinction between a picture and a window. Movies (and games) often play with the illusion that something is reality when it is in fact a flat picture or something similar. Who knows how a game designer could incorporate the player being able to distinguish the two?
This is what I came up with, on a basic level, in 5 minutes of brainstorming in a badly lit room, by myself. Imagine what maybe a set of creative directors, especially Nintendo developers, could come up with to implement depth perception into gameplay. To suggest that no possible imaginable game could, in any way, ever, not also be made on a 2D screen seems like a very bold and blind statement to me.
Look at a tree. Close one eye. A LOT of information and clarity goes missing, even when you move your head around.
When Metal Gear Solid came out in 1998, I think everyone had one or two moments of: "Wha- Oh! That's clever. Why has nobody thought of that before?"; that's what I imagine when I hear "Nintendo is making a console with a 3D screen".
"... but they are expected to make them in a way the 3D can always be turned off" is a disappointment for me, it takes away the incentive and motivation for developers to sit down and think about how to entertain us in new, creative ways.
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