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alt title(s): Two D Space
Where gravometric waves intersect, spatial anomalies attack.

His pattern indicates two-dimensional thinking.
-Spock, Star Trek II: The Wrath Of Khan

Leela: When you were planning this peace ring, didn't you realize spaceships can move in three dimensions?
Free Waterfall, Sr.: No, I did not.
- Futurama, The Bird-Bot of Ice-Catraz

As far as most TV writers are concerned, space is flat, like a great big tabletop. A few who have actually seen an airplane fly allow that space may have a third dimension as large as five or ten miles high, but not much more than that. There's just enough up-and-down to allow for dogfights between fightercraft and clever one-time-only attacks from above during battles between space warships. Otherwise, vessels approach each other as if they were floating on the sea and attempt broadside or bow-to-bow shots almost exclusively.

Maneuvering is also shackled to the X-axis most of the time. Very rarely will sci-fi shows and writers take advantage of the lack of "up/down" in real space by having ships attack each other at odd angles or vectors, which would offer something visually and tactically fresh. Even outside of battle, when two ships approach each other, no matter where they come from, they will always be oriented the same way; you never see a ship flying "upside down". (On rare occasions, an exception will be made for derelicts. Then again, upside-down derelicts can be found in the ocean, too.)

Perhaps as a corollary to the above, two (or more) starships, when involved in a standoff situation, will inevitably position themselves literally nose to nose in classic stare-down posture. This can be justified depending on the ships' weapons placements, but as often as not it's just a metaphor for the situation. The flip side of this is that, when two friendly ships are together, they will always be traveling side by side — that is, shoulder to shoulder. Not unlike escorts, even when they're not escorting. Abandoned ships may list visibly to one side as if sinking. The near-total separation spaceships have between yaw, pitch, and roll, and the path their inertia is carrying them on, is very rarely observed — "fighters" will nearly always be pointing in the precise direction they are moving in, as atmospheric planes are forced to.

Needless to say, nobody will ever think of bypassing a planar asteroid belt or similarly hazardous feature by simply going above or below it. It's also possible to wall off part of the universe by placing a barrier that spans the full ten-mile height from top to bottom.

By extension, and by analogy to earth-bound geography, every major location in space is at a fixed position. A planet may turn on its axis (if you're lucky), but its place relative to its sun and other planetary neighbors never changes. Think of a model solar system made of balls on a table. All distances and travel times are static; all positions are permanent and unchanging. Orbits simply don't happen — if two planets are X units apart on the left side of their sun, they'll always be X units apart and on the left side of the sun.

Now, all of this is bogus, of course, but the kind of hack writer who used to churn out television scripts for SF shows usually had no more clue about physics and astronomy than the family dog does, and sometimes less. As far as they were concerned, space was just like the surface of the earth, only bigger. In recent years, more scientifically-aware writers — and actual hard-science writers as well — have taken up the mantle, and space on TV is starting to look more like the real thing. But even they won't often let facts get in the way of the plot.

It isn't always a result of hack writing, though. Sometimes writers do this as intentional Acceptable Break From Reality; two-dimensional strategies are simply easier to show and explain, and much easier for most viewers to grasp (since that's how we're used to thinking.) This is especially common in older videogames, or ones where three dimensions would needlessly complicate the interface.

It is also worth pointing out that even many of the aversions of this trope really reinforce it, as ships approaching each other from odd angles is often played up as something surprising and out-of-the-ordinary, with the tacit implication that its ability to travel through three dimensions is something that sets the Cool Ship apart from regular ships, or that remembering to look up and down from time to time is a sign of unparalleled strategic genius.

From a practical standpoint, the strategic advantages of maneuvering in three dimensions during a battle are probably minimal — there is no Stealth In Space, and projected energy weapons can't be dodged. One consequence of this is that "intentional" use of the third dimension is somewhat less realistic (though cool) than two ships just happening to approach each other at different orientations.

Note that all of the negative connotations above applies mainly to a television series...put Two-DSpace in a video game and thanks to the Rule Of Fun it becomes one of the Acceptable Breaks From Reality.

See also Space Is An Ocean, Acrophobic Bird, One Dimensional Thinking, Sci Fi Writers Have No Sense Of Scale.


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  • Sins of a Solar Empire tries to avert this trope, having ships that will occasionally go up and down and be above or below others, and planets that are (slightly) above or below others. But basically it's still 2D - each planet is fixed in space, the 'phase lanes' that link planets always basically go parallel to this plane, and because of this most combat takes place on the plane. You can still move the viewpoint around in 3D, but it doesn't change anything.
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