There are a bunch of considerations. As resolution and color depth goes up it becomes harder to throw a lot of graphical detail on the screen through traditional illustration, so games that went down that route increasingly became flat and cartoonish, while 3D games could be filled with textures, lights and "greeble" architecture. It was also a way to enforce style consistency. Lucasarts didn't have "art direction" as a role until DOTT, and their earlier games show a lot of style drift between assets. Early 3D enforced a style through the constraints - often not a good one, but definitely something that could look consistent just through the model/texture/light process separation.The biggest one is actually animation. Animation gets expensive as you add more detail, and when you add resolution, you discover a need to add more frames of animation to make it still look smooth, so your art costs can explode. The use of 3D here is motivated by having camera-independent animation, and being able to use it for every minor environmental effect: think of every Myst-style game where you pull levers and push buttons and open doors. Character animation in early 3D was bad, but it was also "enough" to look representative, so it ended up beating traditional or live action approaches.
wincy|2 years ago
djur|2 years ago
mrob|2 years ago