This question involved the definition and scope of the two-dimensional culture. Different people might have different answers. Generally speaking, the 2D culture referred to a cultural phenomenon that used anime, games, light novels, etc. as the main medium. It involved some specific interests, hobbies, communities, and groups. People who liked anime, games, and other two-dimensional cultural products could call themselves two-dimensional. However, some people might think that this self-proclaimed title was not accurate enough or that it emphasized their two-dimensional identity too much, resulting in some contradictions and controversy. Therefore, some people might think that people who like anime can't say that they are 2D because it would be considered to be over-emphasizing their cultural identity and ignoring the wider interests and groups. These people might prefer to call themselves "anime fans" or "game enthusiasts" to avoid unnecessary differences and conflicts with others. However, the ACG culture was a relatively open cultural phenomenon. To a certain extent, it included people with different interests and identities. Therefore, people who liked anime or other 2D cultural products could call themselves 2D. This did not mean that they could not coexist peacefully with people with other hobbies.
Why didn't comics like Battle Through the Heavens be made into 2D instead of 3D? Although Battle Through the Heavens was a very popular manga, it had a different effect in manga and animation. First of all, the different production methods and styles of manga and animation would have an impact on the visual effects. Comics were usually presented in semi-three-dimensional or full-three-dimensional form, while animations were made frame by frame. These differences would result in the characters and scenes in the 3D world being richer and more realistic, which would better create a unique visual style and atmosphere in the comic. Secondly, the target audiences of manga and animation were also different. Two-dimensional culture was a sub-cultural phenomenon that had a wide audience on a global scale. It was mainly represented by Japanese anime, manga, games and other products. In contrast, 3D works were more popular with younger audiences and had a more diverse audience. Therefore, if Battle Through the Heavens were to be animated on the 2D platform, it might attract a wider audience but at the same time, it would lose some specific fan groups. Combining the above factors to produce a 3D version of Battle Through the Heavens could better meet the needs of the market and audience, providing better visual effects and a larger audience.
People who liked anime were called two-dimensional people because two-dimensional refers to a fictional two-dimensional world composed of 2D images and animations on a flat surface. In this world, people could express their emotions and thoughts through imagination and creation. In contrast, the three-dimensional world was the real world. It was a real world composed of three-dimensional space and time. In the 3D world, people communicate and interact with others in various ways, such as through language, text, and face-to-face communication. There was no essential difference between the 2D and 3D world. It was just that people had different perceptions and expressions of different worlds. Whether it was the 2D or 3D world, it was a beautiful world created by humans and was worthy of people's love and exploration.
Two-dimensional refers to a fictional two-dimensional world, usually created by anime, comics, games, and other media. In this world, people could usually experience warmth, beauty, fantasy, romance, and other characteristics, full of dreams and hope. This kind of two-dimensional world was very attractive, so many people liked it as their spiritual home. In contrast, the three-dimensional world refers to the real world that we live in. In this world, there were many dark, evil, indifferent, cruel and other characteristics. People often could not escape the pressure and challenges of real life. Therefore, some people believed that the 3D world was the hope of evil and darkness to escape from the dark side of the real world and return to the warm and beautiful world of the 2D world.
The 2D culture was a sub-cultural community mainly represented by Japanese anime, manga, games and other 2D media. In the 2D culture, anime works were regarded as the core of the 2D media, and drama was the most common form of 2D media. The term "drama" originated from the Japanese meaning "foreign works", which was relative to Japanese comics, novels, and other works. Because Japanese anime works often needed to be translated into other languages during the process of spreading, some translated works were called fancha. In the 2D culture, anime, comics, games and other media works were regarded as 2D works, and drama was the most common form of these works. Therefore, in the 2D cultural circle, people often used the term "watching dramas" to describe the behavior of watching anime, comics, games, and other 2D media works. It should be noted that although the drama was the most common form of 2D culture, not all 2D works could be called drama. Some overseas anime, manga, and game works were often called drama after translation.
The 2D culture referred to a fictional anime, manga, game, and other media culture community. All the content was fictional and created by the 2D creators and was loved by 2D enthusiasts. In this cultural community, people often used the word "fan" to describe the anime they watched. This was because the word "fan" in Japanese was the contraction of "fan group"(fāng k), which meant television programs. In Japan, people often watch anime works on television, so watching anime works is called "watching fan". With the continuous development and popularity of the two-dimensional culture, people gradually began to use the word "two-dimensional" to describe people who liked the two-dimensional culture, not just those who watched anime works. Therefore, in modern Chinese, people usually no longer use the word "fan" but use the word "two-dimensional" to describe people who like two-dimensional culture.
The ancient style usually referred to the style, style, and atmosphere of traditional Chinese culture, which were two different fields from the two-dimensional culture. Two-dimensional culture was a kind of cultural industry that was mainly expressed in Japanese anime, manga, games, etc. It usually referred to the world on the two-dimensional plane with distinct personalities, lively atmosphere, and diverse characters. Although there were similarities between the ancient style and the two-dimensional culture, there were also some differences between them. The ancient style usually referred to the history, literature, music, painting, and other art forms in Chinese traditional culture that had a strong historical and cultural heritage. On the other hand, two-dimensional culture emphasized personality, exaggeration, and fiction in the form of animation, comics, and games. Therefore, although the ancient style and the two-dimensional culture were both cultural products, there were differences in their forms of expression, audience groups, cultural implications, and so on. They could not be simply classified into one category.
The ancient style and the two-dimensional world were two different concepts that were usually not confused. Two-dimensional was a concept of virtual worlds such as anime and manga, usually referring to stories and characters on a two-dimensional plane. On the other hand, ancient style was a form of expression of traditional Chinese culture. It usually referred to works based on ancient literature, music, architecture, clothing, and other elements. Although ancient works and two-dimensional works were presented in different forms, the elements and expressions they contained were very different. Therefore, ancient works might not necessarily be classified as two-dimensional.
The fourth or fifth dimension was a concept commonly seen in novels. In these virtual worlds, the characters and scenes could be mixed with reality to form a setting similar to a parallel universe. This setting often appeared in game development or as a plot setting in novels, anime, and other fictional works. However, in reality, the concepts of " second dimension,"" third dimension," and " fourth dimension " referred to the difference between the real world and the fictional world. In the real world, the things and people we observe are objective, while the characters in fictional works are fictional. They only exist in the works. The concept of virtual worlds such as the fourth and fifth dimension was common in novels, anime, and other fictional works. The main purpose was to add more interest and mystery to the story.
I recommend the following novels to you: - "Grassroot Female Empress": The story takes place in ancient times. The female protagonist quickly ascends to the throne and becomes an empress. She is entangled with all kinds of beautiful men, such as the overbearing monarch, the gentle young master, the sickly prince, and the Twelve Palaces Heavenly Group. However, she only wants to revitalize the country and let the beautiful women respect themselves. This novel belonged to the category of ancient romance and time-travel, and it had a He ending. - "Fei Ben Fierce: The Young Miss Against the Sky": The female protagonist, An Lanlan, was a gold medalist in the 21st century. She transmigrated to become the unfavored young miss of the prime minister's residence. She ran rampant in the world, and anyone who stood in her way would die. Her male lead was Jun Jinghao, her loyal dog. This novel belonged to the category of ancient romance and time-travel. It was a 1v1 ending that was doted on and not abused. - "The Fickle Queen": The female protagonist traveled to ancient times because of the crime of escaping marriage. She originally wanted to be a princess and an empress, but she was faced with the pursuit and conspiracy. This novel belonged to the category of ancient romance and classical fiction. - "Marrying the Spring Breeze": The female protagonist was reborn in her previous life where she was poisoned to death two years ago. She investigated her identity and the cause of death, but the more she investigated, the more confused she became. This novel belonged to the category of ancient romance and classical fiction, with suspense elements. These novels are all very good. The language is vivid, the plot is rich, and the characters are well-rounded. I recommend them to you. I hope you like my recommendation, Mwah ~
The characters included the male lead, Lin Fei, who was still growing, and a dual-energy guard! Female Lead-Taylor Swift, the future female lead, growing up! "NBA: I Have 3D, I Can't Dribble," Author: Number Slam Dunk. It was a sports/basketball novel with calm, hot-blooded, and NBA elements. [User recommendations: Type: Sports basketball (90,000 words)] Author: Slam Dunk [Description: Lin Fei returns to 04 and starts the game on behalf of the Timberwolves against the Los Angeles Clippers. Watch the story of a Chinese guard in the NBA.] Reason for recommendation: 1. Time. The timeline of this book was in 2004. Garnett, Malone, Payton, and a bunch of other old star players were there, so there was still a lot to write about. 2. Position selection. The male protagonist wanted to develop into 3D, but unfortunately, he was only a pure shooter now. It would depend on how the future would be arranged. 3. System. The system of this book was quite interesting. It could change one's ability value. At the beginning of the game, the protagonist added the defense, ball control, and dribbling values to the three-point score, which was the meaning of the title. Let's see how the author makes adjustments later. [Rating: (5 stars out of 10)] Based on the current writing style and plot progression, it is worth looking forward to. I hope you will like this book.