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Silicon Knights Says Unreal Engine is Broken

Yesterday we discussed Too Human's absence from this year's E3 event, and briefly mentioned the just-announced lawsuit between Silicon Knights and Epic. Today there's a bit of a clarification. Silicon Knights is suing Epic because, according to Kotaku, Epic failed to 'provide a working game engine' to SK causing them to 'experience considerable losses.' Essentially Knights argues that the Gears of War version of the Unreal engine was withheld by Epic so that Epic products could show up competitors at trade events. For a deeper look at this, the blog runs down the allegations in detail, and concluded by noting that a slew of next-generation titles slated to use the Unreal Engine have been delayed several times. This includes Stranglehold, BioShock, Lost Odyssey, Mass Effect, Rainbow Six: Vegas, Turok, Frame City Killer, Fatal Inertia and Brothers in Arms: Hell's Highway ... a somewhat persuasive list, when it's all laid out in front of you.

23 of 109 comments (clear)

  1. Epic In Deep Doodoo by Anonymous Coward · · Score: 4, Interesting

    If it is even partially true that Epic has been funding development of their own titles by taking money from other developers and then botching or even worse failing to deliver on features or support Epic is done as a serious option for major game development houses.

    At best Epic is incompetent in taking on the massive task of engine support for major commercial products without the staff or resources to be able to handle the job.

    At worst Epic is outright guilty of fraud.

    Why anyone would be crazy enough to entrust a AAA console title to a pc developer like Epic is a completely separate question.

    1. Re:Epic In Deep Doodoo by Anonymous Coward · · Score: 2, Insightful

      Why anyone would be crazy enough to entrust a AAA console title to a pc developer like Epic is a completely separate question.
      Yeah, because Gears of War sucked. As do all epic console games produced by PC-style developers like Bungie, etc.
    2. Re:Epic In Deep Doodoo by Skye16 · · Score: 2, Informative

      Things don't work that way in the business world. If I'm on the hook to deliver software by a certain date, and I don't, merely saying "it isn't working right now" is not going to make the client go "oh, well, in that case, I WON'T demand my money back / sue you for damages caused to my company." It looks even worse when I'm releasing other COTS software directly linked to the contract in question that is flawless - it can be reasonably deduced that I spent more time working on my COTS solution than working on what I was contractually obligated to provide. Thus, I get raped straight up the ass. Fin.

    3. Re:Epic In Deep Doodoo by kornkid606 · · Score: 2, Insightful

      Why anyone would be crazy enough to entrust a AAA console title to a pc developer like Epic is a completely separate question.

      When a developer decides that they want to make a competitive 3D game nowadays they have 2 options: write your own engines -or- license an engine from someone else. On the one hand, writing your own cutting edge, competitive engine is going to take a hell of a long time and money, just look at the guys who do it primarily: Id, Valve, Epic. These engines take several years, a lot of money, and some freaking brilliant coders (John Carmack for example). But once these engines are done, they can compete with almost anything else out there. And because they are done SO well, others want to use said engine too.

      Now, if you are a developer trying to make a competitive and interesting new game, if you decide to write your own graphics and physics engines then you have to spend all the time and money just to get a good engine and then spend even more time and money working on all the actual gameplay. In short, you have to spend almost double or triple the time to make the game, after which time your game may not even be competitive or innovative anymore. But, if you license an engine from another company then you only spend the time+money to work on gameplay plus the amount of time needed to get acquainted with the engine, which is not anywhere near as long or expensive as writing an engine from scratch. So, by licensing an engine you save time which equals money which equals a (hopefully) earlier ship date and a (hopefully) more competitive product.

      I'll note here that the large amount of time it takes to develop both an engine and a game is why you don't see the big engine developers publishing a ton of games. They spend the years to make one engine and then they publish several games using that engine while possibly working on a new one on the side. Take Valve for example. They spent a ton of time developing Source for HL2 and since then they have been doing the episodes. Adding a little to Source with each episode but also publishing (not developing, mind you) a lot of smaller games using Source while they (most likely) work on a new engine. Same can be seen with both Id and Epic: they will produce one new Game+Engine every 5-7 years, afterward developing a few titles using the current engine while writing a new one.

      When you license an engine you are putting your faith in another company that they are providing you with a robust and well documented engine because that's what you are paying a quarter of a million dollars for. So, when something like this happens with Unreal 3.0 where the engine developer actually provided licensees with an incomplete/broken engine not only have you committed fraud by falsely advertising and licensing something you never had, the licensee now has to spend even more development time trying to fill in the gaps and write work-around components to get the engine to do what you bought it for. As such, when something like this comes up it not only heavily hurts the many developers using the engine, but it harshly damages the reputation of the engine developer, who makes a good portion of its income from licensing their engines.

      --
      Future indie game developer of America (and possibly Canada)
  2. Re:Umm... If it's broken... by NoodleSlayer · · Score: 4, Insightful

    Except for the fact that they started working on this since before the xbox 360 was released, so they didn't even have a way to know that it was broken.

    If you've read any of the articles you would know that the issue is Epic not delivering on their contracts (assumedly) for the purpose of being able to highlight their own games (Gears of War) over competitors who had licenses their engine. It's not as simple as "don't license it."

  3. Re:Umm... If it's broken... by fistfullast33l · · Score: 2, Informative

    I think what's really wrong here is that Epic specifically withheld the engine code from SK...if they really did that. I remember when HL2 was initially released that there was a new Vampire The Masquerade released with the Source engine and Valve made a deal with the developer that they could use the engine if they agreed to release the game after HL2. Seems like that was a valid deal to me. If these allegations are true, then Epic was either intentionally deceptive to promote their own game which I think Valve proves isn't necessary, or more likely as the Kotaku blog entry suggests, they didn't have enough employees to handle the work load.

  4. Just the facts ma'am by Kelbear · · Score: 3, Insightful

    I want to see some evidence, from both sides.

    IANAL but my guess is:

    The simplest and most likely scenario here is that Epic promised to ship some code out, and missed their deadline. It's not very unusual for this to happen, deadlines get missed all the time, particularly in the gaming industry. SK is covering their bases (which is the smart thing to do) by making the claim include the possibility that Epic did it intentionally, which would be considerably harder to prove, but is in there just in case that's what happened.

    If it was just a missed deadline, it looks like whatever clauses were already in the contract's terms and conditions for this scenario will be invoked(why the HELL would they not include a late delivery clause? There has to be one in there already), or failing that, just a nulled contract, possibly with some compensation for the inconvenience. Slashdotters probably already know that there's very little chance of the Gears profits being handed over. People claim whatever they want, that doesn't mean the court will decide to award it to them.

    1. Re:Just the facts ma'am by Miraba · · Score: 4, Informative

      Read the pdf on Kotaku. They lay out a number of claims (more than one instance of missing a code deadline, removing parts of the engine, flat-out lying about what it can do). The main things they want are a nulled contract and the ability to make any and all modifications to UE3.

  5. Re:Thats odd by CaptainPatent · · Score: 2, Insightful

    I was told that because of rising costs for making games that making a custom engine in house was a costly waste of time when you could go out and license a working engine from someone like Id, Epic, or Valve (I'm not going to name them all.) True

    I always thought this was odd. What if your game is going to directly compete with a game made by the people you license your engine from. They make money from the engine being listened and from whatever royalties system they implement, but in the end they still make way more money from there own games. They sell more if your game looks bad. While it is true that when games made by the developers of the engines themselves do better, the company as a whole does better, yet at the same time when the engine shows signs of failure, people stop requesting the engine for license which can cause a total meltdown of the company producing the engine. Also there's this little crime called fraud which, if they deliberately provide a faulty product for their own personal gain, they can be charged of.

    Unlike a middleware developer like the guys who make Havok or Kynogon they have a possible conflicting interest. hmm Not particularly. The developers work like mad on the engine and begin licensing it as early as possible to make a profit. From there, if they have time they make a game (but notice how delayed the games off an original engine always are). The companies make a very nice living off the engine alone. In reality, games are so complex now that a team of hundreds (or perhaps even thousands) are needed to work on a game from start to finish. The engine licensing is just one way to split the work.
    --
    Well, back to rejecting software patent applications.
  6. Re:Still sounds like a dup to me... by Miraba · · Score: 2, Informative
    It is being taken to court. Kotaku is hosting a copy here.

    Of course, since you say it's "boring," I'll give you the hint that you should skip to pages 24 ("Epic's Improper Withholding of Updates, Improvements, and Enhancements") and 30 ("Epic's Misrepresentations in Connection With the Unreal Engine 3 and the Agreement").

  7. Sounds like 80% of all software projects by LKM · · Score: 5, Insightful

    So, id software is going to get a lot of business in the coming years, huh?

    To me, this sounds like a typical software development fuckup. Epic probably underestimated what it would take to get GoW out. So they decided to take development resources away from the engine to the game. Then, they fixed the engine specifically for the game, because that is easier than fixing it in a generic fashion - but this leads to a kind of merging of the two code bases. Obviously, they didn't want to give out the code for GoW, so they ended up with a crappy version of the engine - which they did give out - and a good version of the engine married to the code of GoW - which they didn't want to give out (at first).

    I have absolutely no insider information, but I could easily see something like this happening. As always, Hanlon's Razor applies: "Never ascribe to malice, that which is adequately explained by incompetence."

  8. Could the PS3 be part of the problem? by LWATCDR · · Score: 3, Interesting

    Not I am not kidding but the PS3's programing model looks like a real bear to deal with I saw these comments in the article.

    "Epic once again supposedly missed a deadline for an Engine Silicon Knights was going to use on a PLAYSTATION 3 game. Epic missed this deadline by six-months. A functional UE3 for the PS3 was supposed to be delivered by February 2007. It wasn't.

    According to SK, the Engine apparently caused the game to "slow down significantly" due to lengthly load times and "memory-spikes" during loading. Epic apparently had known about this problem with the Unreal Engine since 2004 and promised a solution by 2005. It never came. "

    I am not a big console gamer but didn't I hear that many of the "Hot must get" titles for the PS3 will not be out until March 08?
    I have heard on Slashdot time and time again that the PS3 programing model will not be a problem because everybody will use game engines that will deal with it for you. Seems like the game engines are having some issues now.

    --
    See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
  9. Re:Delays? by AKAImBatman · · Score: 2, Informative

    Metroid Prime: Corruption (orginally slated to be out for this year)

    I think you mean last year. It was briefly slated to be a launch title in 2006 before being pushed out to March 2007. Right before it was supposed to be released, it was again pushed out to later in 2007. Now we have a firm release date of August 27th.
  10. This Is Rumor Control - Money Grab In Progress by Anonymous Coward · · Score: 5, Insightful
    There are a few things that should be mentioned here.

    One: Middleware (and just about any production software) is constantly in a state of flux, and there is never a "final" version of it. People who licence the Unreal Engine technologies are given secure access to Epic's CVS repository, where daily engine builds and patches can be checked out for use by the game developers. SK's claim that they didn't have access to a "finished" version is a load of bunk.

    Two: the Engine framework is delivered "as is". It is up to the game developer to modify the engine to suit that particular game's needs, not Epic. If the developers at SK are incapable of programming the engine to suit their needs, that is their problem, not Epics. SK started receiving alpha versions of the engine right after the first X360 dev kits went out and they have access to the CVS like everyone else. The fault is with SK, not Epic.

    Three: if you read up on it you will find that SK is looking to claim that all of the modification work that they are doing on the game constitutes an "entirely new engine" and that they should retain all rights to it. In other words, they want the benefits of using UE3 technology without having to pay for it.

    Four: SK is seeking damages - they want the complete profits from Gears of War. Think about that for a minute. Here's the relevant part:

    The document then asks that "The Court award damages to Silicon Knights in an amount proved at trial for the damages as set forth above", and that "Epic be required to disgorge all profits obtained on its Gears of War game as a result of the misconduct set forth above." This is a straight-up scam to get money, period.

    Five: Epic has licenced its technology to a rather vast collection of developers, including some of the biggest in the business. No one else has complained, just Silicon Knights - a company that has been pushing Too Human (the title in question) since 1999 (when it was being developed for the Gamecube). Think about that - a company that has been making the same title for 8 years suddenly decides to launch a lawsuit when they find themselves unable to show the goods at E3. At least 3DRealms isn't making grandiose claims about Duke Nukem Forever all the time...

    Six: Epic has a long history of supporting developers, from the corporate level all the way down to the hobbyist modder at home. Epic provides tools and help free of charge to anyone who wants them. If SK gets their way, this could have severe ramifications for the entire gaming industry and engine middleware licencing in general.

    SK Business Plan
    1). Licence middleware engine 6 years after beginning development. Have incompetent programmers who cannot understand simple instructions program the game.
    2). Show off screenshots, brag - and then fail to deliver goods at E3.
    3). Blame middleware provider for own problems.
    4). ???
    5). Profit.
    1. Re:This Is Rumor Control - Money Grab In Progress by Grave · · Score: 3, Interesting

      I'm doubtful this is a pure money grab. While that may be an outcome of the lawsuit, I think that there must be some truth to the claims made here. It's hard to believe it is just coincidence that a majority of the other UE3 titles have been delayed again and again. When discussing id Tech 5, Carmack made a mention that (wish I had the quote handy) unlike competitors, his engine was built fresh from the ground up so that it was a clean codebase, easily understood and modified, rather than an engine built upon an existing design, and that this made it easier for licensees to use. At the time, I found this quote rather strange, since so many devs were licensing UE3 and Source, so those engines couldn't be all that bad. But perhaps he was making a veiled reference to complaints he had heard about UE3?

      Now, maybe SK really is the only one having problems here, and UE3 as delivered to them truly is a masterpiece of an engine. Or just maybe, they've got a little bit of a real gripe.

    2. Re:This Is Rumor Control - Money Grab In Progress by p0tat03 · · Score: 4, Informative

      One: Middleware (and just about any production software) is constantly in a state of flux, and there is never a "final" version of it. People who licence the Unreal Engine technologies are given secure access to Epic's CVS repository, where daily engine builds and patches can be checked out for use by the game developers.

      Yes, and how often is this repo updated? All HL2 modders (you don't even have to be a licensee!) are given read access to their Perforce repos, but those are updated only once in a blue moon for good reason. As a licensee you expect builds from your engine provider to be relatively bug free and at the very least stable - I don't want Epic's daily changes for GOW sneaking into my code base until they're sure it's solid. It's entirely possible that Epic failed to update said CVS on a timely basis, or even if they did, they failed to address discovered critical issues in a timely manner (which sounds like what the lawsuit claims).

      Three: if you read up on it you will find that SK is looking to claim that all of the modification work that they are doing on the game constitutes an "entirely new engine" and that they should retain all rights to it. In other words, they want the benefits of using UE3 technology without having to pay for it.

      I read the same document. It sounds to me like SK developed its own in-house engine without any UE3 code, and they want a court to acknowledge that fact on paper in order to cover their ass from any inevitable counter-moves by Epic. I don't think they were implying at all that their modifications to UE3 should grant them a free license.

      The fault is with SK, not Epic.

      Maybe it runs a bit both ways. But in any case, if it's true that Epic failed to deliver an acceptably stable version of the 360 and PS3 code bases as dictated by the contract, Epic is guilty of either incompetence or fraud, in either case SK is entitled to refund/compensation. Whether or not SK's developers were competent enough to produce a game from it is rather irrelevant. If Epic failed to provide code, or held back code from licensees, or failed to provide the level of support dictated by their contract, then SK has a case.

      Four: SK is seeking damages - they want the complete profits from Gears of War.

      Yeah, I'm not comfortable with that part. I think it's just a display by SK to get attention, there's no chance in hell they'll get ALL the profits from GOW even if they won, nor do they deserve it. They deserve their license fee back PLUS interest, and also damages maybe amounting to a year's worth of dev time, I would say. Maybe on top of that it'd be justified to roll in some punitive damages if it can be proven that Epic knowingly and flagrantly disregarded their licensing contract.

      Five: Epic has licenced its technology to a rather vast collection of developers, including some of the biggest in the business. No one else has complained, just Silicon Knights

      Really? I've heard from several developers working with UE3 that it's a load of junk. Is it also any surprise that *all* of the UE3 games that have been announced for either next gen console has either been delayed or cancelled? Even Rainbow Six Vegas took forever to come out and suffered long delays, though it did in the end make it out the door.

      Six: Epic has a long history of supporting developers, from the corporate level all the way down to the hobbyist modder at home. Epic provides tools and help free of charge to anyone who wants them. If SK gets their way, this could have severe ramifications for the entire gaming industry and engine middleware licencing in general.

      You seem desperate to make Epic sound like the good guys here. Okay, they made Unreal, and Unreal Tournament, those were great games, but that doesn't mean much about them as a middleware vendor. From my experience, licensing technology from a company producing its own ga

    3. Re:This Is Rumor Control - Money Grab In Progress by blincoln · · Score: 2, Interesting

      a company that has been pushing Too Human (the title in question) since 1999 (when it was being developed for the Gamecube)

      A minor clarification here. That was actually the second unfinished/unreleased version of Too Human. It was originally under development for the Playstation at the same time as Blood Omen: Legacy of Kain (released in 1997). IE it has been in progress for a decade or more.

      I have half-jokingly suggested before that the unfinished Playstation and Gamecube versions should be included in a collectors' edition of the 360 version as a bonus for those of us who have been waiting patiently. Unfortunately, Silicon Knights does not seem to like doing that sort of thing.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    4. Re:This Is Rumor Control - Money Grab In Progress by John+Carmack · · Score: 4, Informative

      I'm not sure where that quote came from -- IdTech 5 as a whole is not a clean sheet of paper design, there are some good sized chunks that have clear heritage to Doom 3 / Q4 / ETQW. The rendering engine is certainly from-scratch, but that is a rather small chunk of a complete engine today.

      I was always somewhat hesitant about broad licensing because I feared something exactly like this, where a developer thinks they see something in an engine, but it doesn't turn out the way they expected, and they sue. It is possible that explicit promises were made and broken, but it is also possible that the licensee just failed for the same reasons that most game development project fail, and is looking for a scapegoat. Game development is hard, engine license or no engine license.

      During Doom 3's development, our licensees had access to our source control server, so there was never a question of them not having access to what we are using. They would have been foolish to try to use daily builds, but the option was available to them.

      John Carmack

  11. Re:Thats odd by cowscows · · Score: 3, Insightful

    From what I've read it seems that a majority of games, even the big budget ones, have a relatively short productive shelf life. Meaning that the large majority of a game's sales come within its first few months of release. That being the case, a company like Valve or Id could easily release their a few months game before licensees get around to releasing, and then there's no real competition between them, because the original game is already past its prime.

    Also, for a company that puts a lot of time and resources into an engine, if they just had their own game to make that money back, they could be in real trouble if that game tanks for whatever reason. But if they've got the engine set up for licensing, that's some extra insurance that they'll recoup their investment.

    --

    One time I threw a brick at a duck.

  12. This is typical with licensed software by PIPBoy3000 · · Score: 4, Informative

    I remember the issues the Vampire: Bloodlines folks had with the HL2 engine. The problem is that the HL2 folks kept making engine changes while Troika worked on theirs. Integrating updates was a big deal. When Obsidian made Neverwinter Nights 2, they had Bioware's code base, but there were some broken functions even though the first NWN had been out for a long time.

    Like you say, the U3 engine likely went through a lot of changes and neither they nor the licensee understood how much work is involved in using a piece of software that's still being developed.

  13. The Truth Is Probably In The Middle by EXTomar · · Score: 3, Insightful

    So far this seems like a "Harvard vs Yale" thing where it is inconsequential who wins. The cynic in me does have a suspicion that blame can be laid at the feet of both Epic and SK.

    Epic is to blame because it seems to complete Gears of War with the "Unreal Engine 3" required a lot of work from Epic themselves. Or in other words, the engine wasn't as complete as it really needed to be so Epic did a lot of specific fixes for Gears to bring up the game. This seems to indicate that UE3 isn't that complete or polished and Epic is unable (technically or contractually) or unwilling to merge these changes into the basic engine leaving any ISV who got a license wondering how in the world they can make a game that is remotely close to Gears in function and quality.

    Silicon Knights is to blame because their management seems to be way out there (yes Denis Dyack I'm looking at you). No engine can make a game beautiful where the performance of Too Human was entirely your ball to drop. That is the job of the artists, programmers, and ultimately the "director" where if they were not happy with the platform given they needed to voice their concerns. I have a sneaking suspicion they believed the marketing instead of their own technical assets then it is yet another bad decision by management.

    So whatever. These two can hash it out where the ultimate fall out is that Too Human is probably 2009 time frame if SK goes through with this, reclaim their money, and rebuild their own engine.

  14. Just one question.. by A_Non_Moose · · Score: 2, Funny

    Will this delay Duke Nukem Forever, too?

    (not that there would be YAEC {yet another engine change}, no that'd be silly)

    (very tounge in cheek, BTW)

    --
    Have you read the moderator guidelines? Well, have you, PUNK? (and I want a Karma: Gnarly option)
  15. Sakaguchi doesn't seem to have problems by wilgibson · · Score: 2, Interesting
    In an interview back in march with Sakaguchi he talked about UE3 and Blue Dragon development.

    It's very good overall. Support has been outstanding. But the problem is, for example, Epic's Unreal Engine 3. It's developed in English, of course. And unless you've got programmers who can understand English or are bilingual...we've got numerous bilingual staff, programmers who are highly capable of speaking and understanding English, so they can understand the updated information and versions with respect to the development of UE3. But unless you've got programmers who can understand English, they actually can't read the materials. And even though translation takes place, there is a lag. Oftentimes when they read [about] a version, the very version that they read is outdated. So those are some of the challenges associated with the language barrier. That's one area that Microsoft is poor in: documentation. Seems to me with the exception of it being in English, he had good things to say. Obviously you can't expect Epic(or MS in Sakaguchi's opinion) to have full translations of documents ready to go out the door when new code and features are done. But damn, if you've seen Blue Dragon and Lost Oddyssey you can tell Mist Walker has worked some magic with that engine. IMO, SK just wants to bitch! Too Human has been in development for how long... almost a decade? I don't think there is an inadequacy with the UE3 here, it's SK that has problems.