I actually decided to not reply anymore because I thought that our discussion would be harmful to the thread, but as people are continuing to discuss this very same thing...
hedwards: You do realize that 3d graphics of this type are quite cheap, right?
There is no "of this type". The game has 2D graphics, how a 3D rendition would look like is perfectly open.
hedwards: Most desktops these days use 3D acceleration because quite honestly the performance benefits of using 2D are just not there any more. Most of the effort at optimization focuses on 3D rather than the 2D accelerators.
Most computers, no matter whether they are desktops or mobile devices, have 3D acceleration these days because a notable portion of the consumers plays games and even 2D games/applications (heck, even the operating systems themselves) usually use hardware acceleration by now (even Hotline Miami wouldn't run properly on Intel chipsets because of its use of surfaces for decals - they actually had to patch in the option to turn those off).
hedwards: Perfect orientation is hardly exclusively the domain of games without 3D objects, that's mainly an issue of how the software is designed. You can offer a ton of motion in different ways, or you can just choose the cardinal directions.
When I say "perfect" I actually mean perfect. ANY inclusion of perspective in a game with mechanics that are purely two-dimensional makes the orientation less-than-perfect. Perspective means distortion. Distances change, shapes change etc.. And ultimately all the possibilities that developers have come up with for 3D representations of 2D games over the years are workarounds. Extreme use of colors, abstract proportions, 2D icons hovering above the 3D view, 2D minimaps complementing the 3D view. 3D isn't just better, it comes at a price - sometimes it's totally worth it (for instance in RTS games that highly depend on the atmosphere and authenticity), sometimes it just isn't (turn based games where everything is ultimately presented through icons and symbols either way, no matter whether it's 2D, 3D, 5D or whatever).
hedwards: It's been many years since those games were made and times of changed, there's no reason to make the games use old technology just to use old technology.
According to that logic nobody should ride bikes anymore because bicycles are technologically inferior to cars. People who ride bicycles don't do so for the sake of using inferior technology, they do so because they perceive benefits in riding a bike that are absent in driving a car. This is an infantile analogy but it's perfectly adequate. And it makes you that ignorant fat guy who always chooses to go by car and calls everyone without a car a schmuck, in complete denial of any legitimate arguments for riding a bike. :P
hedwards: Super Tux uses new technology to have basically the same gameplay as early versions of Super Mario. But because the gameplay elements are very similar, it's still a game that's going to appeal to the people that liked Super Mario Brothers.
SuperTux is an odd example because it uses a simple 2D engine with parallax scrolling, just like most classic Mario games. And in terms of artistic value SuperTux is utter ass.
hedwards: Aliasing is an issue of the pixel pitch and the angle of the line, whether you're using 3D or 2D graphics if you have lines that aren't oriented vertically or horizontally you're going to have either jagged edges or aliasing going on.
Aliasing mainly becomes an issue in case of high contrast, a typical example being characters or vehicles in front of the environment (and you usually want high contrast there in case of strategy games). And I've worked enough with both 2D and 3D to know that simple alpha transparency at the borders of 2D sprites practically eliminates the issue while you will need anti-aliasing in case of 3D games (which is still a very expensive tool - my brother bought an office PC just two years ago and can only dream about using AA in most games). By the way, I'm not saying that you don't ever need anti-aliasing in case of 2D, for instance rotating 2D sprites will often result in some really ugly stuff but the game and style we're talking about here generally does not rotate the sprites.
hedwards: Animation is also a choice, you can animate 3D units or not, there isn't really any difference there.
There's a gigantic difference here. The units in a 2D game like this are clearly represented through icons (in every sense of the word - well, except the religious one). It's an abstract and artistic representation of some form of military presence on a battlefield which itself is presented in an abstract manner and follows extremely abstract rules (believe it or not, there are no hexagons in reality and there's not a limit of ten guys standing in one square mile or something). Using static images is perfectly legitimate here (and allows for highly artistic means to perfectly distinguish units, like for instance a unique stance - a stance is not quite enough in case of 3D where the silhouette is altered all the time) and simply moving those around the screen is perfectly legitimate as well. However, 3D models introduce a certain level of authenticity, it lowers the level of abstraction by far and that also introduces new responsibilities. Moving around static 3D models will make the player feel like he's commanding lifeless statues. It's like a crappy movie adaptation of a good horror/fantasy/sci-fi novel that gets ruined by awful props.
hedwards: And yes, simplicity of creation is definitely true, but really, that's not a selling point for people buying the game, that's a selling point for people trying to hire people to work on the project.
I agree, but your point was that there is no reason at all to use 3D anymore.
hedwards: At bare minimum, 3D graphics allow you to do some pretty cool effects when it comes to casting spells. Not to mention that it vastly improves the ability to have levels occurring in the day and night with lighting effects.
You can also make "cool effects" with 2D and those would be pretty much the weakest argument for choosing to go with 3D.
hedwards: There's a limit to how many different sizes you can have, whereas if you're rendering them out at the start using 3D processing you can have a much larger size range.
Not true. Already back when SVGA was introduced as an option in some games (like say Red Alert) the developers' solution was simply displaying a higher portion of the game area, you can pretty much always do that. The main problem is the GUI but guess what, scaling the interface is also a serious issue in 3D games and is successfully being solved in different ways these days (like vector graphics).
hedwards: I think it's great that they're doing the game, but it's beyond ridiculous to suggest that the lack of 3D is a good thing. It's not.
To each his own. That some people are getting excited over the game - and its style in particular - means that it is a good thing to some people and that's justification enough for the developers to make the game this way. And heck, I showed the Kickstarter page to a good and rather young friend of mine who never even played those hex-based war games and his first comment was "amazing art style". It may not be your cup of tea, and I respect that, but denying the validity of any arguments for choosing this style is simply ignorant.
And let me add that most fans of turn based or "grand" strategy games I know never considered the introduction of 3D in games like Civilization or Europa Universalis a good thing and wish those series' had remained 2D.