I have been looking at a number of posts recently regarding vector based graphics as I am in the beginning stages of coding a level editor for a 2d platformer. First and foremost, it seems that rendering vector-based graphics in XNA is not an immediate option, but I am more interested in understanding what specific value vector-based graphics stand to provide to developers.
I have read that these types of graphics (such as svg files) can be scaled extremely high without losing fidelity, so I suppose that is one obvious advantage. I am most curious though about the possibility of having a non-tiled environment by use of such graphics. I'm not sure if that is possible, but it is my understanding at this point that you can create one massive level, complete with layers, and use that as a map rather than having many many tiles to represent the map. For me, the first option is preferable, but I don't understand necessarily if it's possible (even if vector graphics were supported by XNA). Much of my curiousity stemmed from researching these games:
http://www.vimeo.com/952390 // Castle Crashers
http://devblog.wakfu.com/en/posts/9-map-editor-%E2%80%93-part-i.html // Wakfu
The Wakfu editor looks especially incredible and is something that I would like to replicate (within the parameters of my own capabilities). My main reasons for wanting to pursue this route is to make the animation easier for an artist (from what I gather, creating animations is much easier in flash/vector-based graphics) and the ability to create entire levels without the need for tiles. I may have totally misunderstood something along the way, so by all means let me know if that is the case. Thanks for your time!