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.
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.
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."
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."
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.
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.
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.