Theuser789 said:
Is there any proof it actualy shares space and time instead of just assuming so without proof when the simplest and most logical is for both space and time being separated? Because all I am seeing we are just assuming it's that way by default and we need to prove otherwise, which doesn't make much sense to be a default assumption when it requires more mental gynastics to think so
Also adding a little just because we are upgrading a character to higher tier that doesn't make this a extraodinary claim, that is completely unrelated to a tier, this is the whole thing with lowballing, we are assuming the lowest possible just because we think a high tier is extraodinary claim that needs alot of proof, and not the actual assumptions and proof that require higher mental gynastics, all because we assume lowballing is correct because we care too much about the tier than the arguments and logic
this is irrelevant anyhow, 1. they need substantial proof why occam's razor shouldn't apply to NiD. 2. we've already brought up it's connections to Sonic The Hedgehog.
anyhow
https://ia800302.us.archive.org/Boo...e_007_-_may_1996_UK_0030.jp2&scale=1&rotate=0 and
http://www.nightsintodreams.com/?p=1343 and
http://shmuplations.com/nights/
let's layer the context here.
when they talk about "3D Dimensional Environment" they are talking about the graphics as we see here.
NiGHTS Dimension Is a Dream which is also one of the Dreamworlds, if NiGHTS Dimension is a Dream and is a Universe, then any dream in the verse would be a universe as well.
Naka: the "dream" theme came into focus, we soon realized that the best way to bring this dreamworld to life and give it a proper sense of "reality" was with 3D polygons
Oshima: 2D sprites were always a backup option though, if the polygon approach had turned out to look too clunky or angular.
—Why were you so resistant to 3D?
Naka: Because the TV screen is a flat, two-dimensional screen, we reasoned, you can't really get the sense of depth and perspective in it that a 3D game would require. How would you be able to discern between objects that were close-up and those far away? We just didn't think we'd be able to create interesting gameplay in a completely 3D environment.
I'd seen a lot of "3D" games before, but very few of them made me feel like I was really playing in three dimensions. And what were you usually doing in those games? Shooting. But the targetting cursor always had computer-assisted aiming, so basically you weren't playing the game, the computer was. Even the good 3D games were like that. But one of our design principles at Sonic Team was that we didn't want to include guns and shooting mechanics. If you do that it ultimately just turns into a STG game. On the other hand, making a difficult platformer without weapons, one where you just make difficult jumps and such—that also wouldn't appeal to the average person.
It was extremely important to us to have a strong connection between what happens on the screen and the controls, and that those controls be responsive and fun. So 3D was out. We did try some early experiments with full 3D, but as we thought, it didn't feel right. But pure 2D would have looked "old" to today's audiences. What we settled on is the game you see today: the gameplay appeal of 2D with a 3D presentation.
I wouldn't have been against a game where you fly around in true 3D—if we could have made it a good game. It's very difficult. Maybe we will do that in the future, but we went this way for now. For us, this was our very first Saturn development, and as such it was a lot of experimentation and finding our way. We consider NiGHTS a first step.
—What were some of the challenges of creating this "dream world" ?
Naka: Well, the very first designs that Oshima drew were very different from where we ended up. He interpreted the theme in a more fantastic way, a fantasy world of dreams. When I saw that, I told him that no one really has dreams like that. Dreams are usually closer to reality, and bear more of a resemblance to one's inner psyche and subconscious. Everyone dreams, so I said let's try and create a more natural image, something closer to the dreams we all have. The world of NiGHTS (in this game at least) derives from that way of thinking.
Iizuka: Since this was a world of "dreams" we were depicting—the mysterious world of the unconscious—we had to understand the whole thing before we could begin creating it. Take an island. If it's a real island, it's easy enough to create. Once we settled on the "dream" concept, though, it meant we had to design and create every detail of that island ex nihilo.
Nidcom: NiGHTS is considered to be one the most magical, inspiring and mischievous characters Sonic Team ever created, continuing on through dreams long after the game has been won. Has NiGHTS ever appeared in your own dreams?
Yuji Naka: Of course. NiGHTS came from your dreams too. Being so, NiGHTS will keep living for a long time.
this also means those dreams are universes as well.
at this point it's arguing from ignorance to resist a 2-B polish to NiGHTS