The Epic in Unreal Engine 3
CNN's Game On column has a look at Gears of War developer Epic Games. The piece goes into the company's success as a tools merchant as well as a game developer. They discuss the excitement that Unreal Engine 3 has generated, both for AAA and less ambitious titles. From the article: "Several titles, including the forthcoming 'HoopWorld' and 'RoboHordes,' will use the engine for less than AAA games. And don't be surprised if educational titles or children's games use the engine as the Xbox 360 reaches the end of its life cycle. While Epic will continue enhancing and improving Unreal Engine 3 for the next four or five years, work has already begun on Unreal Engine 4, which the company sees as a powering force for the fourth PlayStation and third Xbox machines."
It's really disappointing to see the industry try and reach for the stars (already talking about the end of the 360 lifecycle when titles are still coming out for the original Xbox) with vague promises of better engines.
How much better? What is there left to make totally realistic?
From text adventures where you interacted with set definite objects, to games like Wolf3D, to Doom (and the beginning of the whole multiplayer craze) to the first Unreal (which made the whole looking up and down really important) to the second and third Unreal engines. Is there anyone who can really say that there is really that much more to be done in terms of physics and movement?
One would figure that once you iron out the engine and it works well, you then improve the artwork, and after that, you should really improve gameplay and build on the replay value. Too many games these days could damn well be one game with different maps and skins.
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Here is the thing: it doesn't matter if the code of the engine appeals to your personal aesthetic. I am also currently working with this engine and it doesn't matter what I think of the code either.
What matters is if using the engine results in a better end product than creating your own or using a competitor's engine. To guess at the answer from our vantage point we can only consider how many and what quality of games have sucessfully shipped using the engine previously. Secondary consideration is how many studios have bought the license to develop games.
I suspect, without doing much research, that more top tier games have shipped using Unreal engine and UE3 is licensed to more developers than any other. A year and a half ago, I might have considered RenderWare and id software engines to possibly challange that statement. However Epic has put a lot of effort into next-gen graphics and tools, then attracting licenses through excellent demos and press coverage.
After the awe of a well coreographed demo wears off developers realise that there is a lot of work left to be done before shipping a game.
Now it's not an entirely fair comparison - Doom 3 is a more complex engine to develop for. Models require more than just geometry and one texture map/shader. But that complexity seems to be denting the number of maps/models/mods being produced for Doom 3/Quake 4/etc. UT2k4 ships with a shed-load of tools for modding and maps can be created reasonably quickly from the stock models. UT2k4 also managed to provide a decent download system so that you can just log into a server and download all the parts required without having to go hunting through the many websites looking for the appropriate map/script/sound.
Unreal Engine 3 is going to require the same sort of resources as Doom 3/Quake 4 when it comes to creating completely new content. Maybe UE3 will benefit from modellers/modders having cut their teeth on the Doom3-style tech but it will be interesting to see just what creation tools come with UT2k7 and what the modding community creates.
Cheers,
Toby Haynes
Anything I post is strictly my own thoughts and doesn't necessarily have anything to do with the opinions of IBM.