What 3/4 Perspective is:
...a popular camera perspective in 2D video games, most commonly those featured in 16-bit or earlier console or computer games, and handheld games. Instead of using top-down perspective or a side view, the camera is rotated slightly. The advantage of this perspective is the visibility and mobility of a top-down game, with the character recognizability of a side-scrolling game.
Two of the most consistent examples of 3/4 perspective are in the The Legend of Zelda series of games on the Game Boy, Game Boy Color and Game Boy Advance and the Pokémon series on Game Boy Color, Game Boy Advance and Nintendo DS.
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![](http://img178.imageshack.us/img178/592/perspectivepf3.gif)
Basically if your base is looking at you, that would mean it would have to be looking up at the camera, not in front of itself.
3/4 Examples:
![](http://www.gamecyte.com/wp-content/uploads/2008/04/zelda_1.jpg)
![](http://www.megalab.it/immagini/news/ritornan/03_-_The_Chaos_Engine.jpg)
![](http://www.modojo.com/media/features/218/chrono.png)
![](http://www.consoleclassix.com/info_img/Harvest_Moon_SNES_ScreenShot2.jpg)
No flat buildings there right?
This is not the same as top-down view. In top down, obviously, the camera is directly at the top looking downward, meaning you would only see the tops of objects and structures. It's not the same as isometric perspective either, because in this case the camera is only rotated upward, where isometric is a view that's been rotated upward and to the left or right.
Basically, keep in mind that unless you're making a side scroller game, you're not looking directly at a person/thing, you're looking from a heightened angle.