Comment fundamentally different (Score 1) 72
They are fundamentally different.
On one side you have turn-by-turn games, that progress in fixed steps, and thus simply paint the game field by putting varied wall graphics at exact predefined places.
It's really the discrete position on the map and cardinal headings that are specific,
(That's what you get in most classical RPG).
Could very easily be done back then with a few lines of code. The biggest chunk of work came from the *art* to have a big enough choice of wall to draw to make an interesting world (because it's mostly static, you'll be spending a lot of time at the same, and need something nice to look at).
Basically, the graphic engine has a fixed grid on screen and you put different sprites at said fixed grid positions.
On the other side you have game engines that try to have some actual notion of 3D built into them and allow smooth motion, with complete arbitrary position/headings.
(That's what you get in most FPS and real-time RPG like ultima).
There is really require more advanced coding. (With Origin more concentrating on making an imersive game, emphasis on beautiful graphics, and ID concentrating on make their engine fast and responsive, sacrificing any detail necessary for the sake of being able to make a fast paced game).
Basically, the graphic engine use geometric techniques like wolf's raycasting do determine what is visible where, and gives you total freedom (or at least tons more of freedom, as Carmack used limitation to beat Ultima in speed and fluidity).
From a basic visual composition, both categories have a first person perspective.
From a technical point of view, they are designed completely differently.