EA Announces Multi-Title Unreal Engine 3 License
An anonymous reader writes to mention a Gamasutra article about a surprising announcement from EA. They've made the move to license the Unreal 3 Engine for a series of next-generation titles. "The brief announcement states that EA 'employs a variety of engines, tools and technologies to best serve the needs of each game and development team', but raises interesting issues regarding the Criterion-authored Renderware engine, purchased by EA in 2004 alongside the Burnout developer, and its intended global EA rollout."
(well, someone had to reply eventually)
First the RenderWare fiasco and now this boneheaded move.
The world doesn't need more Bald Space Marines in Bumpy/Shiny Armor games. And what is even worse is that so far the UE3 games that have been shown like Gears of War have miserable framerates and only bogus marketing shots(ultra-high rez with massive AA applied) are being released and no public demo.
Not a vote of confidence from the engine's own developer.
Something is seriously wrong at EA if their own internal development teams can't come up with something better than the Doom3ish low poly/overly normal mapped rendering engine from Epic. UE3 is an engine designed for the archaic x86 pc architecture(weak CPU connected to a GPU by a slow bus) and using it for a modern console is a ridiculous waste and assures EAs games using it will look no better than mid-range pc games.
Bleh.
There used to be a time where your engine defined what you could do in a game, and the engine you choose would have a massive impact on the quality of game you could produce; I think these days are long gone. If you discount certain cutting edge graphical techniques, there are few (gameplay modifying) features that are implemented in the Unreal 3/Doom 3 engines that could not be done in an open source engine written in Java.
Personally, I think that it is time that someone focuses on generating an open source java framework that is designed around splitting a game engine into its smaller components (Graphics, Physics, Scripting and AI); this would allow for smaller (more focused) open source projects to exist which (should) produce higher quality results.
I'm not sure whether this is bad or good. I was thinking it might make future games feel generic, but then I thought... more than now? Let's hope not. But maybe the generic feel of today's FPSes is that the oft-reused game engines are not quite flexible enough, so the player "recognizes" the engine underneath. Maybe in the future they will fix that.
Wait a minute, aren't games already like that? Hahahahaha!
"There used to be a time where your engine defined what you could do in a game, and the engine you choose would have a massive impact on the quality of game you could produce; I think these days are long gone."
Have you ever done any modding?
"If you discount certain cutting edge graphical techniques, there are few (gameplay modifying) features that are implemented in the Unreal 3/Doom 3 engines that could not be done in an open source engine written in Java."
I disagree about Java, and I can't imagine why someone in the competitive market that's games, would discount anything.
Now for your implication that an OSS game engine is the equivalent of it's closed source cousin. Let's test that. Convert the content of a popular modern game over to an open source engine, and see if it plays the same.
...who are seriously thinking about dropping the Unreal 3 Engine because of the lack of "interactive framerates". I know one developer has taken the plunge and dropped the Unreal 3 Engine in favour of writing their own, writing off the licensing cost. Most other developers who have licensed Unreal 3 Engine for their own projects unfortunately will not have the financial backing to write off the cost of the license in favour of something else.
...but Epic is a company and doesn't have a Social Security Number? How could they complete the EULA in order to do business with EA?