Source ports add more 3d stuff to the game engine, like collision by cylinders with height (ie, a flying Cacodemon not would colide with you if it is flying above you), opnegl rendering, 3d camera, modern controls, slopes, etc. But at the core, keeps being a 2d game.
It's the difference between looking 3D and being 3D (well, being represented 3D in the game engine before rendering to your monitor).
Doom isn't 3D because the level maps can be squashed flat to a 2D grid. For every x,y position there was only one z for you and the mobs. There weren't any situations where a bridge or ramp took you/mobs over a lower spot you/mobs could also be at, rooms weren't stacked, etc.
That was fine, Doom pulled off its sleight-of-hand extremely well and the gameplay it offered was captivating!
You could argue there are no 3D graphics. Everything is transformed into a 2D screen representation.
Hence my squashing analogy, DOOM levels don't overlap and can be drawn ("squashed flat") on a 2D surface.
But you can't actually occupy a different height for a given location. This is NOT real 3D. That's why DOOM is sometimes described as a 2.5D game. Quake was the ID Software game that was 3D.
If you think DOOM is a 3D game, try creating a level that contains a player accessible location above/below another player accessible location, and see how the game renders it. Or, read the DOOM rendering engine links that are posted and pay close attention to the "not a true 3D engine" paragraph.
The format of the levels or the fact that there are no rooms over other rooms don't really factor into it.
I suppose at the extreme end, I'd have to explain why Wizardry on the Apple II is or isn't a 3D game, which would be more of a strained philosophical argument.
On other side, the original game engine, use 2d math with fixed point to rendering on a 386 CPU. Don't uses mvp matrix to render, like a real 3d game.
Take a look to : http://doom.wikia.com/wiki/Doom_rendering_engine
As usual, tastes are subjective. Many people consider Moby Dick to be a classic - but when compared to more modern allegorical works, it's rather dry and boring. This doesn't mean Moby Dick is not a classic, but it also doesn't mean that Moby Dick is the be-all-end-all example of an allegorical tale.
Those games are classics, but being a classic does not prevent a game from being surpassed, nor does it prevent newer games from becoming classics as well.
> neverwinter nights
Was in 3d. The Starcraft and Diablo games had 3d models which were rendered down to 2d sprites (and considered by many to be dramatically inferior to hand-drawn 2d sprites).
Many of these series continue to exist today, in 3 dimensions.
And despite having arguably the worst 3d graphics in the lot, Final Fantasy VII is still a favorite for many folks.
They have gone back and forth on open world vs rails or corridors, and I find the open world, like FFXII, the most enjoyable and replayable of the titles.
When FFVII was released, it was one of the first my wife really wanted to play with me. We played lots of games, but the vivid nature of the story, lots of activities, puzzles, mini-games (Oh, how we spent time on Chocobo breeding...), really made for an awesome experience!
But, an attempt to play it today is tough. The really poor visuals often get in the way, and it just reeks of old.
This is true of many 2D titles too.
One difference is how abstract the game is. An old 2D game, such as TEMPEST, or DEFENDER, actually looks and plays well today. It is what it is, and that isn't much, but the challenge is there, presentation sufficient, and it's sort of timeless.
Those games that went for some realism, or that made more identifiable characters seem to age a lot more quickly, though somebody up thread mentioned SONIC. Yeah, that one is still relevant, and is a stellar example of a timeless presentation involving simple, easily understood mechanics.
I'm honestly surprised there's as much of a debate over this, the breakdown always seemed rather clear to me: That while there are "great games" that "serious gamers"(tm) love (I'm personally a massive SS2 fan, play it to this day) we are in the vast minority and the Next Gen race has been almost entirely about throwing increasingly flashy presentation-oriented features at core game mechanics that are known to be successful.
But lets talk about Legendary ones: might & magic series, planescape torment, baldur's gate, day of the tentacle, neverwinter nights, monkey island series, ultima online, warcraft 1, starcraft 1, diablo 1, heroes of mm & Ultima 1/2/3 etc...
The games you are listing can be highly rated, but they will not be remembered..