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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