I'm having problems trying to decide which perspective to use for my graphics.
The first option is (exaggerated) top down for the backgrounds, and 3/4 perspective for the objects. This is just like in Zelda. I think it looks kind of unnatural personally, especially if I use Zelda style scrolling.
The second option is to use 3/4 perspective for everything. This is more realistic, but I'm not sure how good it looks. Also, I'm using grid-based movement, and with the walls being narrow, it might look odd that you can't walk right up to them.
Examples (not finished graphics, but good enough to illustrate my point I hope);
A.)
B.)
A little poll then - who prefers A, and who prefers B?
Doesn't take much work, you just move the top parts of the columns around. Of course, it could also be done fancy like in example 1 here, made by Ben of Silvernova :
I agree with the above 2 posts. However, to answer your original question: B. Simply because the lower columns in A don't look right when you compare them with the south wall.
Adam / Canto: That *would* look better, but those blocks are moveable, so it would mean having a lot of different sprites for each block. Not to mention the fact that I'd have to do the same thing for every other object in the game. Again, thanks for the suggestion, but I just don't think it would be practical for me.
I think you should go with A.
The Zelda games have always done it, and if you're talented, people won't even notice!
Take a look at this pic, it's from A link to the Past, Hyrule Castle. Lot's of loose objects in the rooms so lots of conflicting perspectives, but if you don't look for it, you don't think about it.
Look at the Zelda example. Other than the items on the floor with the one perspective, the walls are correct. Only way you could fix that problem would to do what Adam said and change perspectives of items based on where there are to the walls.
With that said, I think the items can be the same like Zelda and still be successful because the walls work.