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How I Saved the Gaming Industry

Jamie found a nifty blog entry where indie game designer Jeff Vogel writes about game engine and art re-use. He is criticized for not rewriting his core engine for a decade. It's an amusing little rant with thoughts that actually might apply to anyone working in engineering.

252 comments

  1. But You Can Be Like Activision! by eldavojohn · · Score: 4, Funny

    Most people will dismiss this idea out of hand, saying that I don't know anything about the realities of the business. And they are probably right. I'm just a dumb, little nobody. But I am running a profitable game company. But Electronic Arts and Activision (the company that owns Blizzard!) are losing bazillions of dollars.

    Maybe you should pay yourself $15 million a year and then hire a bunch of middle management and pay them more than the developers that do all your actual work. Be sure to insulate yourself from any actual work. That's when you can be considered "in the know" about the gaming industry or more specifically "in the money laughing as consumers suffer through your titles." Then you too can siphon off funds while your company languishes in the red just like the big guys.

    --
    My work here is dung.
    1. Re:But You Can Be Like Activision! by Monkeedude1212 · · Score: 4, Insightful

      Yeah, I'd say this guy doesn't know anything about the realities of the business. At what point did he think that EA or Activision wanted to make enough money for anyone but the top Execs?

    2. Re:But You Can Be Like Activision! by svanheulen · · Score: 5, Insightful

      Don't forget about firing your top employees instead of paying them what you owe.

    3. Re:But You Can Be Like Activision! by qoncept · · Score: 0

      I'm not sure what your motivation for this little rant, but comparing a couple guys coding in a basement for a privately owned company selling niche games to the biggest, publicly traded video game company in the world doesn't really seem relevant.

      Ignoring the fact that they are in completely different markets, for a private, small business, making more money means for the owner "I make more money." For the publicly traded company it means "I either get paid more or the company pays more taxes." You can blame the guy for taking the money, or you can tell me what happens the next time you have the opportunity to give 10,000 people $10 more a year or yourself $100,000 more a year.

      --
      Whale
    4. Re:But You Can Be Like Activision! by Enderandrew · · Score: 3, Insightful

      That's only after they worked for years putting in 80 hour weeks trying to make a rushed release date with the vague notion of promotion hanging over their heads.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    5. Re:But You Can Be Like Activision! by Captain+Splendid · · Score: 3, Funny

      Dude, if you're going to get high before you post, you're supposed to be more entertaining than this.

      --
      Linux, you magnificent bastard, I read the fucking manual!
    6. Re:But You Can Be Like Activision! by Anonymous Coward · · Score: 0

      Damn gaming industry it keeps dying and being resurrected by someone every other week...you just can't leave it unsupervised.

    7. Re:But You Can Be Like Activision! by windex82 · · Score: 3, Funny

      I either get paid more or the company pays more taxes.

      Thats cute.

    8. Re:But You Can Be Like Activision! by ColdWetDog · · Score: 3, Funny

      Everybody back off or the accountant gets it!

      --
      Faster! Faster! Faster would be better!
    9. Re:But You Can Be Like Activision! by Anonymous Coward · · Score: 1, Funny

      I was one of those hardcore developers that eventually worked their way up to middle management (by accident) at a software company ... one of those guys who scorned anyone who spent more time in outlook then an IDE. Now that I have done the actual work of a middle and senior manager I laugh at how little I really understood about what my previous bosses had done and the pressure's placed upon them. Responsibility is work even if it cannot be judged in lines of code; understanding what and every developer is doing, keeping them on track and negotiating with customers is 10x's harder then one could ever imagine and was definitely a sign of my lack of maturity at that time. I long for the lack responsibility I once had where I could scoff that no one worked as hard as I did and I could not imagine any amount of money being worth what any CEO has to deal with on a day to day basis where you are not just managing a dozen or so people but the lives of hundreds (or thousands) of employees while balancing the investments stockholders and justifying their continual investments.

    10. Re:But You Can Be Like Activision! by jellomizer · · Score: 1

      Putting your cynicism aside. Small companies offer more flexibility and can operate at lower budgets then larger companies. When you get larger there are so many people you need to manage that you need more people to manage the programmers, then you need people to manage the managers, As it grows further you get more and more layers. So in terms of personnel large companies spend a lot of money on Human Resources. Where the people who actually do the work seem almost the same amount as their bosses. However also when companies grow they have some cost saving ability too as well they can sell more product. So a small company can sell a product with 30% profit and do well. A larger company has smaller profit per unit. Unless they can make the product of a different set of quality or market it in a way that people are willing to pay the premium.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    11. Re:But You Can Be Like Activision! by qoncept · · Score: 1

      Did you have a point? Or are you just pointing out that you didn't realize a company's higher net profit means they pay more taxes, so rather than giving that money to the government, they give that money to their employees in the form of bonuses and raises? Net-zero isn't just a badass ISP.

      --
      Whale
    12. Re:But You Can Be Like Activision! by radish · · Score: 1

      Activision made a profit in their last fiscal year, according to the annual report I just looked at, EA didn't. Maybe that difference has something to do with why Kotick is paid so well?

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

    13. Re:But You Can Be Like Activision! by yuhong · · Score: 1

      Yea, I know, the problems of shareholder value and the quarterly earnings game and the problem of top-down command and control.

    14. Re:But You Can Be Like Activision! by zach_the_lizard · · Score: 1

      Part of that income they give you will also go to the government, through withholding + income taxes + any taxes on what you use the money on.

      --
      SSC
    15. Re:But You Can Be Like Activision! by windex82 · · Score: 1

      Nope, pointing out that you didn't realize business don't pay taxes. Tip: They pass that along to the consumer...

    16. Re:But You Can Be Like Activision! by yuhong · · Score: 1
  2. I should have posted sooner by Anonymous Coward · · Score: 5, Funny

    I was going to post my blog entry on how I single-handedly saved the porn industry.

    1. Re:I should have posted sooner by roman_mir · · Score: 4, Funny

      But then you couldn't do it because your single hand became busy?

    2. Re:I should have posted sooner by nate_wilbanks · · Score: 3, Funny

      That's funny. I was going to post about how I double-handedly saved the porn industry.

    3. Re:I should have posted sooner by Monkeedude1212 · · Score: 1

      That's impressive. Most chicks use both hands and 4 orifices.

      Chew on that one for a while.

    4. Re:I should have posted sooner by Thiez · · Score: 3, Funny

      4?! I thought nasal sex was limited to dolphins...

    5. Re:I should have posted sooner by Sulphur · · Score: 1

      Did it really take $15 million a year?

    6. Re:I should have posted sooner by ooshna · · Score: 1

      You must have a subscription to Amazing Ty's website. No matter what she tells you peehole sex is not normal.

    7. Re:I should have posted sooner by Anonymous Coward · · Score: 0

      Aural sex - the best way!

    8. Re:I should have posted sooner by Dekker3D · · Score: 1

      i should really make a comment about eardrums and banging... but i got nothing.

    9. Re:I should have posted sooner by Anonymous Coward · · Score: 0

      Wouldn't that make it 5?
      I can only think of one other orifice that does not come in pairs, and... ow.

    10. Re:I should have posted sooner by Bigjeff5 · · Score: 1

      I think he's counting at least one orifice twice.

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    11. Re:I should have posted sooner by Anonymous Coward · · Score: 0

      4 orifices...? Are you thinking of the epiglottis or the cervix? Breach the outer wall, then continue until you breach the castle keep.

    12. Re:I should have posted sooner by microbee · · Score: 1

      But...is it still the same engine you've been using in the past 10 years?

    13. Re:I should have posted sooner by Thiez · · Score: 1

      That doesn't make sense. In that case he should count penetrating objects rather than orifices.

      Also I can't believe I'm having this discussion :p

    14. Re:I should have posted sooner by Thiez · · Score: 1
  3. Story Graphics by Anonymous Coward · · Score: 5, Insightful

    Here we have a game developer that noticed that good gameplay and good stroy > fancy technology. If only the major studios would come to the same conclusion :-(

  4. It's a heavy burden, to save an entire industry by BadAnalogyGuy · · Score: 5, Funny

    I, for one, know what it's like to try to save an entire industry as well.

    Before I arrived here as BadAnalogyGuy, I saw Slashdot sinking quickly into an ugly morass of old car analogies.

    I try to bring a broader perspective to Slashdot analogy making. And I like to think that I've been successful so far.

    It's a tough job, but god knows if left to your own devices, you slashbots would simply keep talking about cars and roads.

    1. Re:It's a heavy burden, to save an entire industry by PhxBlue · · Score: 1

      I've read a lot of your analogies, and I have to confess, they are indeed bad. Well done, sir!

      --
      !#@%*)anks for hanging up the phone, dear.
    2. Re:It's a heavy burden, to save an entire industry by MadKeithV · · Score: 3, Funny

      I don't understand, could you rephrase it as a car analogy?

    3. Re:It's a heavy burden, to save an entire industry by dskzero · · Score: 1

      Well we are talking about *engines*.

      --
      Oblivion Awaits
    4. Re:It's a heavy burden, to save an entire industry by Monkeedude1212 · · Score: 1

      I don't get it, could you try explaining this in some other manner I might understand?

    5. Re:It's a heavy burden, to save an entire industry by BarryJacobsen · · Score: 1

      I, for one, know what it's like to try to save an entire industry as well.

      Before I arrived here as BadAnalogyGuy, I saw Slashdot sinking quickly into an ugly morass of old car analogies.

      I try to bring a broader perspective to Slashdot analogy making. And I like to think that I've been successful so far.

      It's a tough job, but god knows if left to your own devices, you slashbots would simply keep talking about cars and roads.

      So what you're saying is that you're the Anti-Henry Ford come to save us from our assembly line ways?

    6. Re:It's a heavy burden, to save an entire industry by Locke2005 · · Score: 3, Insightful

      You know how after 3 or 4 six-packs you get in your car and think of doing something you would never even think of sober (like seeing if you can jump across the bridge that is out, 'cause you saw 'em do it many times on the Dukes of Hazzard), and you tell yourself "What the hell -- let's try it!" 'cause you have absolutely no common sense at all? Well, BadAnalogyGuy is a lot like that...

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    7. Re:It's a heavy burden, to save an entire industry by Anonymous Coward · · Score: 1, Insightful

      Let's say you were driving on a highway every day of your life and saw all the cars around you. Sure, they're all different in their own ways, but in the end, you come to the realization that they're pretty well all just four-wheeled devices that use some manner of fuel to propel their passengers down the road. Suddenly, it all seems so much the same. The four wheels, the driving, the road; at this point, you think to yourself that you'd like to see someone else do something different with transportation, just to break up the monotony.

      Then, someone comes running up to you while you're driving and tries to sell you homeowner's insurance and a fishing license. That someone is BadAnalogyGuy.

    8. Re:It's a heavy burden, to save an entire industry by Anonymous Coward · · Score: 0

      This recursive analogy about an analogy fills me with glee.

    9. Re:It's a heavy burden, to save an entire industry by flanders123 · · Score: 2, Insightful

      You could learn from PizzaAnalogyGuy. Here's a guy who reuses his Pizza Analogy Engine for every post, thus making him more profitable (with his moddings, if you will).

    10. Re:It's a heavy burden, to save an entire industry by InlawBiker · · Score: 1

      It's like a motorcycle. Why get a new motorcycle every year? It's a lot cheaper just to keep using the same one, with the same engine. Just replace the oil, tires, brakes and other things that can be replaced. Maybe when you get really bored of it, you can paint it.

      You can do exactly the same thing with your girlfriend or significant other, except for the oil, tires, brakes and other mechanical things. The paint too. Otherwise: exactly the same.

    11. Re:It's a heavy burden, to save an entire industry by BadAnalogyGuy · · Score: 3, Funny

      PAG is long dead. But by all means, tell me more about his "profits".

      Stupid Flanders.

    12. Re:It's a heavy burden, to save an entire industry by Abstrackt · · Score: 3, Insightful

      You know how after 3 or 4 six-packs you get in your car and think of doing something you would never even think of sober (like seeing if you can jump across the bridge that is out, 'cause you saw 'em do it many times on the Dukes of Hazzard), and you tell yourself "What the hell -- let's try it!" 'cause you have absolutely no common sense at all? Well, BadAnalogyGuy is a lot like that...

      Except he's actually sitting in the passenger seat using a pretzel as a steering wheel so there's no harm. ;)

      --
      They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. - Terry Pratchett
    13. Re:It's a heavy burden, to save an entire industry by The+Moof · · Score: 1

      I'm not following. Can you somehow relate this to me with an analogy, preferable about cars?

    14. Re:It's a heavy burden, to save an entire industry by Surt · · Score: 1

      Man, every time I see you post, I think to myself ... why did Meept have to leave us?

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    15. Re:It's a heavy burden, to save an entire industry by Abstrackt · · Score: 1

      Stupid sexy Flanders.

      FTFY.

      --
      They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. - Terry Pratchett
    16. Re:It's a heavy burden, to save an entire industry by Andy+Dodd · · Score: 1

      What ever happened to Bored@Work?

      --
      retrorocket.o not found, launch anyway?
    17. Re:It's a heavy burden, to save an entire industry by elrous0 · · Score: 1

      Not fair, ./ has always been about a LOT more than bad analogies. There are also the bad memes, movie-TV reference jokes, and MS bashings.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    18. Re:It's a heavy burden, to save an entire industry by Anonymous Coward · · Score: 0

      ... wait a minute, did you just make a car analogy analogy?

    19. Re:It's a heavy burden, to save an entire industry by clem · · Score: 5, Funny

      Nice. It's even got that new car analogy smell.

      --
      Your courageous and selfless spelling corrections have made me a better person.
    20. Re:It's a heavy burden, to save an entire industry by Hadlock · · Score: 1

      Hell, motorcycle companies have been doing the same thing for year^H^H^H decades. Honda's Rebel hasn't really changed much since the late 70's. Most motorcycles under 500ccs only recently moved away from carburettors, mostly due to emissions requirements, but the frame and engine block remain largely the same as when they were designed in the late 1970s. They still get 50mpg and will out accelerate most any passenger car on the road without any modifications.
       
      Ford used the same basic design in the Mustang from 1978 up until 1998 or so - most parts are interchangeable. The backseats of the Camaro/Firebirds from the early 1970's all the way until they were discontinued in 2000 will simply snap in and out from model to model with no modifications needed. The chevy V8 smallblock lasted how long? 50, 60 years?
       
      The battle system for Final Fantasy hasn't changed appreciably since the first model either.
       
      Eventually a mechanism becomes refined enough that it simply works with little to no maintenance and it simply isn't cost effective to develop something better. Look at Valve's Source engine or the Unreal engine; countless games produced over the past five years on platforms that haven't changed drastically. Game engine design has hit a glass wall until the hardware makes a significant generational jump. The next major jump will see photorealistic character models, but right now we've hit a sweet spot where the art department can be relatively small and still get the job done in a reasonable time line, and still look convincing.

      --
      moox. for a new generation.
    21. Re:It's a heavy burden, to save an entire industry by Bigjeff5 · · Score: 1

      I don't get it, could you rephrase it as a car analogy?

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    22. Re:It's a heavy burden, to save an entire industry by sznupi · · Score: 1

      So...how will we get art departments for photorealism?

      (hey, and really small motorcycles, mopeds, etc. are getting lately 4 stroke engines, even electics here and there! ;p )

      --
      One that hath name thou can not otter
    23. Re:It's a heavy burden, to save an entire industry by sznupi · · Score: 1

      That distributed project got sacked by the employer.

      --
      One that hath name thou can not otter
  5. In a world by the_one_wesp · · Score: 0

    where graphics aren't the highlight of a game and game play and story line are the key elements, a game engine only needs to be built once and tweaked per game.

    But in todays "OMG SHINY PONIES!!!" game development environment, where it's clear that game play and story take second seat to graphics, the engines need continual extension/modification/rewrites in order to be shiny.

    1. Re:In a world by Chyeld · · Score: 1

      Here's the thing though, is that really the case or is it just the developer's version of a dick measuring contest.

      I can tell you right now I enjoy playing Team Fortress 2 as much as or more than I have any of the games I've purchased since then. And while Valve has tweaked stuff on the engine as time has gone by, for the most part they've just added more content and tweaked balance, not completely redid portions to pull out the "Shiny".

      In fact, Valve is pretty much the anti-thesis of your statement. Half-Life's GoldSrc engine and it's derivatives lasted far longer than they had any right to by the "Add shiny shit to make it sell" mantra. And so has the Source engine.

      It's entirely possible to make a good game, a sellable game, without needing to be on the bleeding edge. The problem isn't that you HAVE to be on the bleeding edge, it's that many companies use being on the bleeding edge as filler for the stuff they are actually missing.

    2. Re:In a world by VGPowerlord · · Score: 1

      I can tell you right now I enjoy playing Team Fortress 2 as much as or more than I have any of the games I've purchased since then. And while Valve has tweaked stuff on the engine as time has gone by, for the most part they've just added more content and tweaked balance, not completely redid portions to pull out the "Shiny".

      Valve has, however, backported some features from a newer version of the game engine (specifically, some code from Left 4 Dead). This includes both the recent addition of AI bots to KOTH maps and some modifications of the graphics code (I can't remember what exactly, it's in one of the patch notes from late 2008 or 2009).

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    3. Re:In a world by Kenshin · · Score: 1

      But in todays "OMG SHINY PONIES!!!" game development environment...

      Today's? Obviously you haven't been gaming for long. It's been like that as far as I can remember, just on different scales.

      --

      Does it make you happy you're so strange?

    4. Re:In a world by Chyeld · · Score: 1

      Yes they do and have, but that's less the "OMG Ponies" forced rebuild of an engine for every game and more "Hey! Isn't this cool, we've added new code to a three year old game!"

  6. It's not just games by pcraven · · Score: 4, Informative

    It's not just games. In the finance industry I've witnessed many failures of projects to re-write systems from scratch. Some of the best teams just keep updating their old lumbering system, occasionally slapping a web interface or window dressing on it. But it works! And they ship on time! And they make money! And that money goes to fund these colossal re-write failures.

    1. Re:It's not just games by Kjella · · Score: 1

      The biggest problem with rewrites is that the systems you want to rewrite are the ones that you have least clue what do. They're made of ancient code in ancient languages with shoddy documentation, architecture and more tentacles than you realize. To know what exactly you are trying to rewrite, you'd have to tear it apart and figure out what's what, and if you did it wouldn't be such a monster system. Instead you just start off with a new system and hope that eventually it'll be better than the old one, which usually means you make some critical design flaws and end up with a kludge anyway only with less mature code. If I get to pick, I prefer a greenfield project over a rewrite any day of the week. Or at least some narrowly scoped functionality that can be severed from the beast hopefully without too many problems.

      --
      Live today, because you never know what tomorrow brings
    2. Re:It's not just games by Orestesx · · Score: 1
      Which is why it's funny that he has this statement at the bottom of his Our Games" Page.

      What's Coming? Now that the Avernum series is concluded, we are developing a whole new game in a whole new world with a completely new game system. We hope to have lots of information and screenshots available for you this summer

    3. Re:It's not just games by gbjbaanb · · Score: 4, Insightful

      Na, The biggest problem with rewrites is that the people who want to do the rewriting are generally the ones least capable of doing it.

      Fortunately for them, once they're getting near 'completion' another new technology comes along and they can say "we need to rewrite it in that now" resulting in a never-ending path of technology toys, dreams and thankfully, no actual work.

    4. Re:It's not just games by lowrydr310 · · Score: 1

      I can't speak much about the industry my former employer is in due to ongoing litigation, however I can say that there was a desperate and urgent need to re-write our core software from scratch as the existing product simply didn't and couldn't deliver what was promised and contractually agreed to. The architecture was severely flawed, and there was no way in hell it would scale to the level the customer wanted (and paid for).

      I helped design the architecture for the next generation and we had a good prototype, but upper management stepped in and blocked our efforts citing the cost as being too high, claiming we didn't have the R&D budget to 'waste' on another team re-writing code that was already written. This decision came mostly from TWO individuals who by no coincidence were heavily involved in the development of the crappy software (they were project managers). They wanted to protect their image, and claimed that the existing software could be fixed, and that would be more cost effective.

      Needless to say, they never delivered what they promised, customer wasn't happy, and customer is now withholding payment, and is suing to get back some of what they already paid. The company hasn't found any new customers for their awful product, and their future doesn't look so bright.

  7. Kind of an Anecdote by eldavojohn · · Score: 3, Insightful
    This guy sounds like a really good storyline author for games. In addition to that he is evidently a talented developer. Most people running game companies don't need this, they need business skills. So I'm going to guess he's got a little business know-how as well. To be good at all three of these things is rare and I suspect that his position is unique. Hats off to him, though.

    He is criticized for not rewriting his core engine for a decade.

    So he's on the far end of the spectrum making it work. I guess if I where him I'd point out the (far opposite end of the spectrum) Duke Nukem Forever style of business where you couldn't settle on a damned engine if your company depended on it. But the truth is that there are plenty of in between companies among the big fish that are using the rehashed Unreal engine or some Flash game engine for a social game. They are probably closer to him than the "must rewrite everything" crowd. I'm impressed with this situation and profits but I'm not sold that this extreme is the best answer. Everyone has a happy medium where they feel most comfortable and big companies probably feel differently about rewriting pieces since they are expected to produce wildly new things with their large revenues. I certainly grow tired of the rehashed music game that seems to be the same damned thing to merely a different song every title.

    --
    My work here is dung.
    1. Re:Kind of an Anecdote by Rogerborg · · Score: 1

      Plus, he's got continuity of ownership. Epic Rewrite Syndrome is often a consequence of bringing in fresh people to replace a burned out team, who - untainted by experience - reckon that they can do better, and that a complete rewrite will "pay for itself later".

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:Kind of an Anecdote by Zumbs · · Score: 2, Informative
      According to TFA, he actually does some rewrites of the engine:

      When I start a new game, I spend 3-4 months rewriting the worst or most dated part of my engine, and then I take that old (but solid) engine and make the coolest story I can with it.

      This allows him to not only tune the engine for performance and stability, but also to take advantage of new technology. On the flip side, the engine is not likely to be redesigned, which can be a problem if the design itself gets dated.

      --
      The truth may be out there, but lies are inside your head
    3. Re:Kind of an Anecdote by Creepy · · Score: 1

      Yep, and its the same model as NetImmerse - er, I mean Gamebryo uses, so I fail to see how Vogel is original in that area. Gamebryo games tend to have dated look and play issues too, but that may be the game programmer's fault.

      About the only thing Vogel has is volume of games using the same engine - engine reuse has been done forever. Heck, Ultima 1 and 2 were the same engine and 3 was an enhanced version of the same engine (it used the same file formats, at least, so the scenario editor the gang of ruffians I associated with created moved forward easily).

      With the sort of game he does, there is little reason to rewrite from the ground up. OTOH, a 3D game engine that hasn't been updated will perform poorly today if it isn't rewritten for display lists, for example. Another nice thing about rewrites is you can find where your engine performs poorly and see if that performance can be improved by better design.

  8. Article Is Win by Rogerborg · · Score: 5, Insightful

    Reminds me of the excellent Write Games, Not Engines.

    A lot - and I speak from experience - of prospective games developers get so wrapped up in tweaking their engines that they never actually get around to writing one game, let alone a series. And that's why the Intartubes are littered with the sad corpses of hundreds of open source game engines, some of them rather good, in various states of disrepair and abandonment, and so few really outstanding open source games.

    --
    If you were blocking sigs, you wouldn't have to read this.
    1. Re:Article Is Win by flanaganid · · Score: 0

      There may be few open source games, but there are certainly a lot of proprietary-source games that use open source engines. This is one of the few areas where a symbiotic relationship between open source and closed source actually works. For devs who aren't concerned with game design beyond making sure everything works, there are game engine projects. And for devs who simply want to make games, the engines already exist for just about any type of game for any platform.

      It gives indy devs the opportunity to release games on-par with the big boys because they don't have to devote so many resources to how the game works, and can instead focus on how it looks and plays. Which, in the end, is what players are looking for anyway.

    2. Re:Article Is Win by Madsy · · Score: 1

      A lot - and I speak from experience - of prospective games developers get so wrapped up in tweaking their engines that they never actually get around to writing one game, let alone a series. And that's why the Intartubes are littered with the sad corpses of hundreds of open source game engines, some of them rather good, in various states of disrepair and abandonment, and so few really outstanding open source games.

      Also, just because you can code, doesn't mean you know how to create the necessary artwork. In my experience, good artists who want to contribute to open source software in general are a rare breed. And even less artists want to help out open source games.

  9. Aren't there plenty of engines used this way? by drinkypoo · · Score: 3, Insightful

    The Quake engine is the canonical example, it's powered more first-person shooters than anything else. It's the basis of Source, fer chrissake, if you go back far enough into the past. And then let's not forget that there's probably more total conversions for Quake than for any other game, and with pretty amazing scope considering their QuakeC limitations... Battletech Quake and Quake Rally come to mind immediately... and wasn't there a jet fighter "sim"?

    But then you have to think about the Final Fantasy and Gran Turismo series... While there are some major leaps here and there it's clear that we're not talking about total code abandonment except when quantum leaps in hardware technology are made. Platform games also spring into my head immediately; numerous platformers had sequels based on minor codebase revisions, especially Mega Man. For that matter, Super C didn't exactly appear to replace the code from Contra. And then we can bring up Metal Gear. Don't get me started on Madden or NHL or any other sports game.

    Or in short, this is a very valid point, but it's SOP to reuse an engine and fiddle with it eternally. I know I'm not the only one who played through all the Quake mission packs.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Aren't there plenty of engines used this way? by Rogerborg · · Score: 2, Informative

      Note carefully that the author is also talking about re-using most of his resources - models and UI - and only adding new story content.

      OK, Source is derived from Quake, but does Half Life 2 look like Quake 1?

      It's an apples to Bad Analogies comparison though, since RPG audiences are not FPS audiences.

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:Aren't there plenty of engines used this way? by Chatsubo · · Score: 1

      And the Sierra games...

      --
      > no, yes, maybe (tagging beta)
    3. Re:Aren't there plenty of engines used this way? by Hatta · · Score: 1

      I play both RPGs and FPSs. I've said before that I'd love to pay for new episodes of Doom. I've looked at some of the free ones, but haven't found anything as good as what id did back in the day. I had no problem paying for HL: Blue Shift or HL: Opposing Force. Both were great, especially OpFor. Though, you're probably right. I'm not typical of most gamers.

      --
      Give me Classic Slashdot or give me death!
    4. Re:Aren't there plenty of engines used this way? by sa1lnr · · Score: 1

      "and wasn't there a jet fighter "sim"?"

      Could it be Air Quake?

      http://planetquake.gamespy.com/View.php?view=Quake.Detail&id=344

    5. Re:Aren't there plenty of engines used this way? by drinkypoo · · Score: 1

      OK, Source is derived from Quake, but does Half Life 2 look like Quake 1?

      My point is indeed that the amount of revision in the engine is based on the state of the art. We got the aforementioned four mission packs for Quake because it was changing slowly. Hell two weren't even official, but they got boxes and releases from major publishers. The author is developing 2d raster RPGs, and the state of the art hasn't changed significantly there since the Super NES brought us hardware-assisted scaling and rotation, with the exception of the Playstation bringing us quality digital audio. If you're kicking out first-person shooters then users expect new graphical gimmicks. So the sprite-based Final Fantasy games involved games written to an engine, while somewhere in 3d-land we got engines (presumably heavily leveraging existing code, given the complexity, but with significantly new rendering engines to take advantage of new platforms) designed to suit a story. Grand Theft Auto is another series which makes heavy reuse of content, including models. And today, in the age of DLC, we're seeing whole games which are based almost entirely on the assets of previous titles, GTA IV being possibly the best example, with two more or less game-length sequels which expand on the functionality of their predecessors.

      I'd like to see the full development tools opened up for some of the older consoles, especially the TG16, since it had a credible handheld, and there's tons of the TV-attaching units lying around. That might produce a few more titles like this, but targeted to a hardware platform. The Genesis or Super Nintendo would probably be the most attractive to potential developers, because there are scads of them worldwide (not least in the umpteen-in-one units at the flea market) and because they use tractable Motorola processors.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    6. Re:Aren't there plenty of engines used this way? by ottothecow · · Score: 1
      HL2 doesn't look like quake 1, but it looks and plays an awfully lot like CS:S, DoD:S, TF2, L4D, L4D2, Portal, and of course all of the DLC.

      Even though taking it back to quake's engine is a bit extreme (maybe for HL1...source is pushing it though), it seems that Valve has gotten this idea. They have made engine tweaks and updates along the way--but they are a much larger team than this guy and when you already have the team of graphic designers on salary...might as well let them work while guys like this design new stories and level designers design new levels (maybe with new models and textures but in the exact same Hammer Editor).

      HL2 came out in what...2004? L4D2 came out in late 2009 and there is supposed to be some portal sequel eventually (not to mention the inevitable HL2 ep 3). That is a pretty good run for an engine. I know that valve tends to be a company that gets things "right" and that this guy is railing against the big EA/Activision type devs...but I am surprised he didn't think they deserved a mention.

      --
      Bottles.
    7. Re:Aren't there plenty of engines used this way? by drinkypoo · · Score: 1

      Yeah, I remember the name, I don't even have to go look. Also, I just remembered another classic, epic series in PC gaming that had multiple sequels at [almost] every generation and which made heavy reuse of in-game assets for those sequels: Mechwarrior. And let's not forget Mechassault, which was a ground-up rewrite... but which also has a sequel reusing assets. There were a couple sequels each for both Mechwarrior 2 and Mechwarrior 4; before that, there was even a sequel to Battletech. The Mechwarrior 2 engine was also used to make the game Heavy Gear, while the sequel to that title was based on the engine used in Interstate '82. This led me to look up Interstate '76 in Wikipedia... yep, it's based on the Mechwarrior 2 engine also.

      He is talking about assets, but he's very much talking about engines as well. There is plenty of history of both.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    8. Re:Aren't there plenty of engines used this way? by Oldstench · · Score: 1

      quantum leaps

      I don't think this means what you think it means...

    9. Re:Aren't there plenty of engines used this way? by drinkypoo · · Score: 1

      I don't think this means what you think it means...

      Please go take a flying leap. While there you may attempt aviary copulation with a ventrally rotating toroidal pastry.

      [...]The popular and scientific terms are similar in that both describe a change that happens all at once (revolutionary), rather than gradually over time (evolutionary), but the two uses are different when it comes to the magnitude of the change or advance in question.

      In real physical systems a quantum leap is not necessarily a large change, and can in fact be very insignificant. A good example of this can be taken from the Bohr model of the hydrogen atom, where the observed energy shifts associated with shifts of different quantum states (quantum leaps) span a wide range from large to small (when compared to the energy required to completely free an electron). In the popular sense, the term is usually applied to mean a large or significant change, which is thus not strictly correct.

      Emphasis mine, sliced at the appropriate place for emphasis as well. See link for more information. The observed energy shifts associated with different quantum states span a wide range, and the popular and scientific terms are similar in that both describe a revolutionary change.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    10. Re:Aren't there plenty of engines used this way? by tepples · · Score: 1

      I'd like to see the full development tools opened up for some of the older consoles

      The NES has been blown wide open. I've made a few games for it such as Concentration Room, and I'm not the only one. And some people are working on mastering the Super NES.

      That might produce a few more titles like this, but targeted to a hardware platform. The Genesis or Super Nintendo would probably be the most attractive to potential developers, because there are scads of them worldwide (not least in the umpteen-in-one units at the flea market)

      Cartridge connector repair might pose a problem.

      and because they use tractable Motorola processors.

      True, the Genesis used a Freescale processor (MC68000), but the Super NES's 65C816 was a Ricoh second-source version of a WDC part.

    11. Re:Aren't there plenty of engines used this way? by drinkypoo · · Score: 1

      and because they use tractable Motorola processors.

      True, the Genesis used a Freescale processor (MC68000), but the Super NES's 65C816 was a Ricoh second-source version of a WDC part.

      Hmm, my bad. I wonder where I got that mistaken impression. At least I was right about the Genesis :p

      The NES is a little too restrictive for me to be interested in developing for it, and I think a lot of other people feel the same way. The SNES is really where I consider the graphics to become acceptable for what I'd want to put effort into. This, of course, is totally subjective.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    12. Re:Aren't there plenty of engines used this way? by TheRaven64 · · Score: 1

      Yup. Some amusing limitations from the original engine remain. For example, you can rotate on the yaw axis as much as you want, but you are limited on the pitch axis to the same amount of looking up and down that the Quake guy could do. Definitely not a 'sim' by any means, but quite an entertaining arcade-style fighter game. It even had some fun single player levels. One had you flying from an aircraft carrier to destroy a base. Another had two large areas connected by tunnels; you had to first destroy the planes attacking your base, then fly - or drive - from one to the other and destroy the other base.

      It was one of my favourite Quake mods. You could play as one of a variety of vehicles, including a couple of fighters, a stealth fighter (no afterburner, but missiles couldn't lock onto you when you were in stealth mode - didn't help against guns though), a couple of bombers, and some ground vehicles. It even had a capture-the-flag type mode, where you had to get a person from one building to another in a cityscape. You could only play that one in the ground vehicles (the armoured car was fun; lay mines around a corner and then finish them off with the rockets) or helicopters.

      The original poster already mentioned Quake Rally. Turning Quake into a driving game was amazing (the ability to drop Duke Nukems from your car was also fun). Quake Tank was another one that made some big changes, letting you jump into a hover tank. Finding one after a respawn was sometimes difficult, but then you were pretty safe for a while; it took a lot to kill a tank.

      My favourite Quake mod was Quake Horrorshow. You all start running around a house - poorly lit, thunder in the background - picking up weapons. Nothing's particularly powerful though; things like broom handles and baseball bats. The two most powerful weapons were a stick of dynamite (one grenade; use it wisely) and the shotgun (long reload times, make every shot count). Even the pistol wasn't up to much. All of a sudden, there's a thunder crack, and you hear a chainsaw starting up. One player has just been selected as the murderer. If he can get 25 kills before the timer expires, he's won... Great fun to play late at night in a LAN party after a few beers.

      --
      I am TheRaven on Soylent News
    13. Re:Aren't there plenty of engines used this way? by hitmark · · Score: 1

      yep, airquake. Made mostly by one guy (tho i think maybe the copter model and a map was provided by third parties).

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    14. Re:Aren't there plenty of engines used this way? by Anonymous Coward · · Score: 0

      OK, Source is derived from Quake, but does Half Life 2 look like Quake 1?

      My point is indeed that the amount of revision in the engine is based on the state of the art. We got the aforementioned four mission packs for Quake because it was changing slowly.

      Changing slowly? Quake 2 came out only a year and a half later! Quake2 itself, is a year older than Quake1 based Half-Life.

      Four mission packs? You must be including Malice and Shrak for Quake. They're not mission packs. They're commercial total conversions that run on the (user supplied) Quake Engine. Such things don't exist anymore. They had nothing to do with id software or the Quake franchise.

    15. Re:Aren't there plenty of engines used this way? by hitmark · · Score: 1

      found this hiding out in fileplanet:
      http://www.fileplanet.com/83337/80000/fileinfo/Airquake-2-for-Quake-1:-With-Tei-Engine!---v14

      seems to be a "upgrade" of the old mod, making use of a improved quake engine, and claiming more vehicles.

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    16. Re:Aren't there plenty of engines used this way? by Hatta · · Score: 1

      I'd like to see the full development tools opened up for some of the older consoles, especially the TG16,

      There exists a C compiler that targets the TG16. You can burn the resulting binary to a CD or load it on a flash card.

      --
      Give me Classic Slashdot or give me death!
    17. Re:Aren't there plenty of engines used this way? by drinkypoo · · Score: 1
      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    18. Re:Aren't there plenty of engines used this way? by Oldstench · · Score: 1

      Did...did you just tell me to fuck a flying doughnut? Well I never.

    19. Re:Aren't there plenty of engines used this way? by hitmark · · Score: 1

      people have done some nice work on that engine since it went open source :)

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    20. Re:Aren't there plenty of engines used this way? by drinkypoo · · Score: 1

      I got it to run on my Acer Aspire, the demo ran 3 FPS. Intel graphics FTW! To be fair that was in WINE...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    21. Re:Aren't there plenty of engines used this way? by drinkypoo · · Score: 1

      Four mission packs? You must be including Malice and Shrak for Quake. They're not mission packs. They're commercial total conversions that run on the (user supplied) Quake Engine. Such things don't exist anymore. They had nothing to do with id software or the Quake franchise.

      Indeed I am. Many of us counted them as mission packs, and they might as well have been. You're right about such things not existing any more; now people license the engines; the engines are changing too fast to simply sell a TC. Only the modder crowd will milk an old engine.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    22. Re:Aren't there plenty of engines used this way? by Anonymous Coward · · Score: 0

      HL2 doesn't look like quake 1, but it looks and plays an awfully lot like CS:S, DoD:S, TF2, L4D, L4D2, Portal, and of course all of the DLC.

      It's almost like FPSes are all the same fucking game with slightly different graphics!

  10. Re:No one wants to be behind the times by skine · · Score: 3, Insightful

    If they can get the storyline and gameplay right, create great immersion, reduce bugs, loadtime, need for 'farming,' etc, then I have absolutely no problem with buying games from that company.

  11. Exactly right! by Hatta · · Score: 4, Interesting

    This guy has it exactly right. I don't need a new engine, just new levels or a new story. I would LOVE to pay for new high quality episodes for the original Doom engine. Game after game comes out on the Adventure Game Studio engine, and I love it. I never heard of this guy before, but the Avernum series seems to be supported by Wine (platinum!) so I'm going to give it a shot. When your formula is good, "more of the same" is a great thing.

    --
    Give me Classic Slashdot or give me death!
    1. Re:Exactly right! by CannonballHead · · Score: 3, Informative

      Avernum (I played it in the 90s when it was "Exile") is quite fun. I have pretty much played all the Exile and Avernum games. I'm not a sci-fi type guy, so I didn't like Geneforge.

      If you like a game where really the story takes precedence - as well as the general fun in gaining experience and leveling and new skills, etc - then you should indeed like Avernum...

      No, I don't work for him... just have enjoyed his games for 12-13 years now. :) Also, I really like his shareware mindset... giving, for free, a large portion of the actual game (like 20%), to me, was very effective. If I didn't like the game, I didn't pay for it. If I did like the game, I really wanted to know the end of it so I paid for it.

    2. Re:Exactly right! by Hatta · · Score: 1

      Yeah, I figured that someone who's been doing this for so long must be doing something right. Should be a nice change of pace from all the console RPGs I play.

      --
      Give me Classic Slashdot or give me death!
    3. Re:Exactly right! by qoncept · · Score: 1

      I would LOVE to pay for new high quality episodes for the original Doom engine.

      Wow, really? There are more than enough levels out there for you to pick and choose "high quality." It wouldn't be hard to find a high school student failing English class to write up a story as good as Doom's original (and far better than the movie).

      Have you looked at the ports of Doom? Some of them have some ... I want to say "pretty impressive," but they just aren't given the current gaming landscape ... added features that would put them about on par with the RPGs the original article discusses.

      The problem is that the gameplay is exactly the same as 16 years ago and, new levels or not, it feels like it. I actually much prefer playing the old levels to new ones when I play Doom with friends, which does happen for a couple weeks at a time about every other year.

      --
      Whale
    4. Re:Exactly right! by CannonballHead · · Score: 1

      Yeah it is. I enjoy RPG's and even one online one, but I enjoyed playing the slightly slower, less frilly Avernum 6 recently, too (released in March). I like "visually stunning games" just as much as anyone else, but Avernum[/Exile]'s 2D/isometric (is that the right word? hehe) visuals have never been a hindrance to me enjoying the game.

    5. Re:Exactly right! by Hatta · · Score: 1

      Yeah there are a lot of free levels, but most of them aren't very good. I'd rather just pay for a professionally made game than sort through the crap myself. As for the gameplay, it's as fun today as it was 16 years ago. IMO a lot better than these cover shooters we have today.

      --
      Give me Classic Slashdot or give me death!
    6. Re:Exactly right! by raddan · · Score: 1

      Same here. Loved the Exile series, and I bought Exile III and Nethergate. When I was a college freshman, a guy down the hall came into my room and peeked over my shoulder while I played. He said, "Wow, those graphics suck!" I replied "Yeah, but it's a good game." This was 13 years ago.

      He still uses the same engine, and the games are still fun. And even better, you can download the source code for Blades of Exile (awesome game), which is a must for any aspiring game developer. I mean, how many successful game devs let you peek under the hood? Thanks Jeff!

    7. Re:Exactly right! by hitmark · · Score: 1

      his games are very old school "platoon commander" style tho. I much prefer a single character that i can focus on, rather then having a group that one need to make sure balance out in abilities and gear to take on all problems. Kinda gets in the way of the role part...

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    8. Re:Exactly right! by butalearner · · Score: 1

      I never heard of this guy before, but the Avernum series seems to be supported by Wine (platinum!) so I'm going to give it a shot.

      I can verify the demo has worked without a hitch for me so far. It's great, but I simply won't buy it without a native Linux version. I refuse to be counted as another Windows customer.

    9. Re:Exactly right! by CannonballHead · · Score: 1

      It's the same as old school cRPGs... e.g., Baldur's Gate, Neverwinter Nights, etc.

    10. Re:Exactly right! by CannonballHead · · Score: 1

      Exile 3 has a Linux version, if you want an older engine (Avernum was a quasi-new engine vaguely, and Avernum 1, 2, and 3 == Exile 1, 2, and 3).

    11. Re:Exactly right! by hitmark · · Score: 1

      baldur's gate, yes. Neverwinter nights, not so much (at least not the first one, the second i have yet to play).

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    12. Re:Exactly right! by chill · · Score: 1

      How about the Quake 3 engine? That has been GPLed for some time, and extended quite a bit.

      Pick one and pull out your checkbook.

      --
      Learning HOW to think is more important than learning WHAT to think.
    13. Re:Exactly right! by rdnetto · · Score: 1

      I've played Geneforge, and I can definitely attest it has a good story. There are various factions you can join, but as you progress through the series the 'good' factions become the 'bad' ones and vice versa. I also have vague recollection of it working under WINE, though I'd recommend you test the demos under WINE before buying them.

      --
      Most human behaviour can be explained in terms of identity.
    14. Re:Exactly right! by inasity_rules · · Score: 1

      To be honest I preferred exile 3(or the Blades of Exile) interface and graphics to the avernum one. Plus exile 3 runs "natively" under linux and avernum seems to perform poorly under wine. These are games will eventually buy(though the demos are massive). I want to finish them. Hours of fun.

      --
      I have determined that my sig is indeterminate.
    15. Re:Exactly right! by inasity_rules · · Score: 1

      And it has an amazingly low footprint using next to no processing power. I've often found even the oldest games hog the cpu in their loop, but since exile is event driven, it doesn't. Great for playing on battery power...

      --
      I have determined that my sig is indeterminate.
    16. Re:Exactly right! by Anonymous Coward · · Score: 0

      There are a lot of user-made WADs which are actually higher quality than what id made, for example Scythe 2 and Plutonia 2. I recommend checking them out with a new source port such as ZDoom. :)

  12. Re:No one wants to be behind the times by Pojut · · Score: 5, Insightful

    I'll take an ugly but fun game over a pretty but boring game any day. I like high-end graphics as much as the next guy, but not at the expense of gameplay.

    I can imagine something looks better than it does...I can't imagine it's more fun to play than it is.

  13. TFA made plenty of sense by istartedi · · Score: 2, Interesting

    Sorry, I actually read it. It got me thinking of the classic Infocom text games. Yes, there was an "engine" of sorts. It was, AFAIK, some kind of scripting language designed for text games. I bet they tweaked and reused it in every game too.

    --
    For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
    1. Re:TFA made plenty of sense by Anonymous Coward · · Score: 0

      Infocom wrote their games in ZIL (Zork Implementation Language), a Lisp-like language that compiled to one of the the first really portable virtual machines, known as ZIP or the Z-machine. There are some secretive people out there who still have the source code to the games, but it's been said they didn't really have a good library or re-use code that much.

    2. Re:TFA made plenty of sense by Anonymous Coward · · Score: 0

      That's no gamble: even now you can use the infocom adventure game engine.

    3. Re:TFA made plenty of sense by Z8 · · Score: 1

      In case you still want to play text games, the genre is called interactive fiction and many authors are still interested in it.

    4. Re:TFA made plenty of sense by drspliff · · Score: 2, Interesting

      Or the SCUMM engine which was originally developed for Monkey Island and now ScummVM boasts a repertoire of [according to the Wikipedia page] 28 from Lucas Arts & Sierra On-Line games and nearly 40 games from other developers. A huge proportion of them are still extremely playable and enjoyable today because the SCUMM engine let people focus much more on story, art and interaction than software.

      Sure there were some changes over the years (better graphics, CD audio, speech, higher resolutions), but they're progressive improvements.

    5. Re:TFA made plenty of sense by TBBle · · Score: 1

      SCUMM was developed for Maniac Mansion. That's the final MM in SCUMM.

      See http://www.scummvm.org/faq/#1_2 since you already read the Wikipedia page... ^_^

      --
      Paul "TBBle" Hampson
      Paul.Hampson@Pobox.Com
  14. Less games, more political activism! by DeepHurtn! · · Score: 0, Offtopic

    "It's not the heat, it's the humidity. It's not the voltage, it's the current. It's not the meat, it's the motion. And it's not the pipe - it's the will." -the Scorched Earth Party

    1. Re:Less games, more political activism! by DeepHurtn! · · Score: 1

      Off-topic! Whyioughtta! The Scorched Earth Party was Jeff Vogel's usenet running gag back in the early and mid 90s.

      Now get off my lawn!

  15. Compliment by vikingpower · · Score: 1

    This guy is cocky. And that is a compliment. He is prolly right about his business model being a working one, where others go under. And "cocky" tends to be a compliment in other sectors, too. E.g. the military, where "cocky" generals are, most of the times, the best ones.

    --
    Religous speak to God. Insane are spoken to by God. When all shut up, one can finally hear Shostakovich in peace
  16. Im 100% behind this guy. Story IS king. by unity100 · · Score: 2, Insightful

    this piece is quite in line with what i has been complaining of in my little rant about mass effect 2 last night in the journal item i posted to slashdot :

    http://slashdot.org/journal/249254/Mass-Effect-2--Can-you-say-Eye-fck---Dumbed-down-?art_pos=1

    Mass effect, Me2 , Dragon Age : Origins are SO good in implementation, details and polish but SO weak in the MAIN story that, they really leave a sour taste for the buck in your mouth. Dragon age is, basically 'Hey ! A new blight has come. AGAIN. lets beat this blight and wait until the next time bioware needs to issue an expansion'. Whereas, all the side details, ie, background stories of characters, side quests, other events unrelated to main story are all good and galore.

    Dragon Age also isnt helped at all by torturous, neverending, lengthy dungeons in which you kill enemy after enemy (Similar enemies) and then a brief respite until you get into the next dungeon sequence in which you will get bored.

    1. Re:Im 100% behind this guy. Story IS king. by Enderandrew · · Score: 1

      To each their own. I love the Mass Effect and Dragon Age stories. I went out and bought the Dragon Age novels because I liked the story so much.

      You suggest Dragon Age doesn't have side quests, background stories, etc. I don't know what to tell you. Every companion has a fully-fleshed out background. I enjoyed finding them out. The world has tons of background info found in in-game books. Even better, these get stored in a compendium so you can read them at your leisure without having to carry all the in-game books.

      As for lengthy dungeons, Jeff Vogel (who you're praising here) uses lengthier dungeons and less dialog then Dragon Age. Do you even know what you're talking about here?

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    2. Re:Im 100% behind this guy. Story IS king. by Monkeedude1212 · · Score: 1

      He was saying how the side stories are much better than the main storyline, so he didn't feel compelled to play it much or was disappointed when he did.

      I think the only one I've truly enjoyed was the Original Mass Effect, its sequel and all Dragon Ages haven't really kept the balance of good gameplay and storyline rolling. There is either too much to absorb, with little gameplay, or the story is blandly predictable.

    3. Re:Im 100% behind this guy. Story IS king. by SinVulture · · Score: 1

      A new blight? Are you sure you're not already playing Avernum 6?

    4. Re:Im 100% behind this guy. Story IS king. by unity100 · · Score: 1

      yes a new blight. when you advance enough in dao story, you start to see that you are being delivered information in the form of 'another blight has come', 'blight of last time this that', 'until next time' etc.

    5. Re:Im 100% behind this guy. Story IS king. by Creepy · · Score: 1

      I actually didn't mind the quests or story in DA:O or ME2, but I did find them predictable (same with ME:1).

      Things I dislike in games
      1) Popup, no chance to detect ambushes - Dragon Age, I'm talking about you, but some MMORPGs have them as well. Reviving squishies all the time because of these is annoying.

      2) encounters in every "room" in a dungeon. Dragon Age isn't too bad here, except in the hideously long dwarf dungeon which includes about 15 #1s.

      3) Frustrating AI that sometimes ignores what you tell it to do - Dragon Age, again, I'm talking about you when I pause at the start of combat, usually because of #1.

      4) Unavoidable Minigames en-masse - ME2, I'm looking at you. Also make the minigame consistent - the pick lock one, for instance, is much harder at high resolutions because you need to drag your mouse that much further (not to mention it has mouse lag on mid-range systems - I had to cut my resolution to 720 just to play that dang minigame on my laptop, but my desktop handled it fine).

      5) Yes or No quest options in RPGs, most of which have no consequence or the same ending. Fallout 3 and other Bethsoft games, I'm looking at you. I absolutely love quests like a) kill him b) let him go (he attacks anyway). Really I do. No I do F*CKING NOT already - the illusion of choice is 99 times out of 100 bad game design (the low intelligence answers in Fallout 2 that ended like that were hilarious, but otherwise I agree with Chris Avellone on that one - thankfully he's the designer of Fallout: New Vegas).

      6) Characters that don't matter. Bethsoft games, I'm looking at you. Quick - name one memorable Oblivion Character besides the King. Fallout 3 was a bit better but still had only a handful of memorable characters and most of those are only important for tiny bits of the game (Fallout 1 and 2 were similar in that respect, but games like Gothic had wonderful recurring and memorable characters - not great on the gameplay front, but I'm talking characters).

      7) Major plotlines that involve saving the world. Ok, maybe I should be more specific - if you have a story about saving the world, make it at least somewhat original and make the journey more important than the boss fight at the end - the big-assed baddie boss fight is so cliche it made cliche babies. I liked the Chaos in the Longest Journey - it tied the plot together and was mysterious for most of the game and was more of a concept than a boss (given, it was a point and click adventure game, but the characters were better developed than any game I've ever played - including every RPG, which is a lot).

      8) Gameplay controls dumbed down to make it the same on all platforms. Fallout 3, I'm talking about you and your tab->button 4 to get Map, tab->button 2 to get inventory crap. Really, how hard would it be to map those to i and m like most normal games?

    6. Re:Im 100% behind this guy. Story IS king. by Rallion · · Score: 1

      As for lengthy dungeons, Jeff Vogel (who you're praising here) uses lengthier dungeons and less dialog then Dragon Age. Do you even know what you're talking about here?

      Are you sure? I can't think of any dungeon-like areas in Avernum that were as long as that mountain temple in Dragon Age. Most of the Avernum dungeons, at least in the newer ones, fit within one or two map divisions. In Avernum, it's also usually (but not always) pretty convenient to just leave any area and come back later, which helps fighting areas feel smaller if that's what you're looking for.

    7. Re:Im 100% behind this guy. Story IS king. by Anonymous Coward · · Score: 0

      leave a sour taste for the buck in your mouth.

      Speaking as a goat herder, I can say that bucks usually leave a sour taste in the mouth if they are not castrated at least 8 weeks before slaughtering. It's got something to do with hormones I suppose.

    8. Re:Im 100% behind this guy. Story IS king. by unity100 · · Score: 1

      speaking as a vegegarian, that is a non problem for me.

  17. Strategic Conquest by goombah99 · · Score: 2, Insightful

    Man, I sure miss Strategic Conquest and Crystal quest. So no I don't care if the graphics are old school. they remain awesomely engaging games. they just don't run on intel macs.

    --
    Some drink at the fountain of knowledge. Others just gargle.
    1. Re:Strategic Conquest by raddan · · Score: 1

      old and older. I still play Spaceward Ho! (version 4) in Basilisk, on Linux. It's the fastest 68k Mac I've ever owned!

    2. Re:Strategic Conquest by Anonymous Coward · · Score: 0

      I also miss Crystal Quest, and Captain Magneto, Dungeons of Doom, and a host of others. If any of them came out with vaguely updated sequels that were priced right (and ran on Windows) I'd probably play them.

  18. Interpreted languages by AthleteMusicianNerd · · Score: 1

    This is why Microsoft! (I love doing that) came up with C#. I know Sun came out with Java first, but Java sucks. If hardware developers keep changing the hardware dramatically, (F-off Sony) and you are developing for Next Gen systems, you are stuck developing new engines every few years. Until Microsoft really get's XNA together, which doesn't appear to be far off, that is the reality of the business.

    1. Re:Interpreted languages by Anonymous Coward · · Score: 1, Insightful

      Java doesn't suck, you suck.

    2. Re:Interpreted languages by dwiget001 · · Score: 1

      In Soviet Russia, Java sucks you!

      Wait a minute....

  19. Re:No one wants to be behind the times by TheKidWho · · Score: 1

    Well he has a point, and he sorta doesn't at the same time.

    He made a mention to the Dragon Age engine, about reusing it to make 10 games with it.

    Well AFAIK The Dragon Age engine is based on the same engine used for KOTOR and many other Bioware games, just updated for the modern era.

  20. Vogel fan by Enderandrew · · Score: 1

    I loved his old Scorched Earth website. I love his Poo Bomb book. I like his games. I also don't think it is a sin to reuse what works and focus on story when making RPGs, but would it kill him to take another existing engine and use it?

    Since he obviously pulls from Ultima games, why not use Exult or GemRB for instance?

    --
    http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    1. Re:Vogel fan by CannonballHead · · Score: 1

      but would it kill him to take another existing engine and use it?

      why ask "would it kill him" ... how about, would it help him?

    2. Re:Vogel fan by Enderandrew · · Score: 1

      Exult is an engine designed first and foremost to run Ultima 7, though it can be used to make new games from scratch.

      It has more features, better graphics and just as low of an entry point for game design.

      Exult has lots of little "immersion" features, such as the ability to smelt ore and smith your own weapon, making cloth and then cutting into bandages, sheering sheep, baking bread, etc.

      These little immersion features might help bring people into the world and appreciate the story even more.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    3. Re:Vogel fan by CannonballHead · · Score: 1

      Perhaps, although I know Jeff has decided that he decidedly doesn't like the micro-management stuff... like having to always lug around lots of food, etc.

    4. Re:Vogel fan by Enderandrew · · Score: 1

      On that I agree. I prefer the Morrowind/Oblivion approach where food gives a small stamina refill, but isn't necessary for survival.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    5. Re:Vogel fan by CannonballHead · · Score: 1

      Same.. I really liked the Oblivion approach to "character" upkeep, although constantly repairing one's equipment was annoying eventually... but I guess probably a quasi-realistic addition that helped promote non-long dungeon crawls. Jeff used to have a food system but he stopped it eventually. At any rate, I agree he could look at using a different engine... but only if it really gains him something that he doesn't have right now.

    6. Re:Vogel fan by Rallion · · Score: 1

      I don't know Vogel's reasons, but I can give you some possibilities.

      First of all, saying that an engine has 'better graphics' is pretty much meaningless in the case of a developer like Vogel's Spiderweb Software. The graphics are only as good as the art. I don't mean to say that Vogel's games have bad art -- I'm just saying that there is only so much of it. CryEngine is capable of some awesome graphics, but you need a team of artists to take advantage of it.

      Using your own engine has a lot of advantages. You know all of its limitations and capabilities. You can modify it much more easily than you could somebody else's code, which is absolutely vital. That means that you can design your engine to fit the game rather than designing your game to fit the engine. I've seen a lot of games that clearly had that backwards, and they are always painfully generic.

      Spiderweb focuses on Mac development. Their games are all out on Windows, but they are developed for Mac and come out months earlier for Mac. This puts a limit on the benefits granted by using existing engines that have not already been ported to Mac.

      Then, of course, there is the matter of licensing. It's not always a problem, but it can be, especially when working on something commercial.

      Finally, when you write something within an existing engine, it doesn't feel nearly as satisfying as writing it on your own. That's worth considering.

  21. Re:No one wants to be behind the times by mujadaddy · · Score: 1

    I can imagine something looks better than it does...I can't imagine it's more fun to play than it is.

    Very deep. Quoting in lieu of mod points.

    --
    Populus vult decipi, ergo decipiatur...
    "Force shits upon Reason's back." - Poor Richard's Almanac
  22. So long as no claims to... by Bourdain · · Score: 0

    ... have single-handedly invented the internet because everyone Al Gore did that :)

  23. Re:No one wants to be behind the times by Lumpy · · Score: 1

    Exactly. Back in the 90's there was a space fighter combat game that was ugly as hell but was incredibly fun AND kept it difficult because it had real dynamics. If you thrusted in a direction, you kept going that way until you thrusted in another.

    It even had the ability to do multi player across 2 computers using a rs232 cable.

    Today? the closest thing we ever got to was Parsec and that died on the vine. everything else today is utter crap where you fly a ship that act's like a airplane. Yuck.

    Give me game play OVER pretty any day.

    --
    Do not look at laser with remaining good eye.
  24. Re:No one wants to be behind the times by eln · · Score: 1

    Sure, everyone wants games that play well. On the other hand, the games that make the money are the ones that look graphically impressive on a 30-second trailer. Sure, a game can take off later through word of mouth, but initial sales are critical if you don't want the company to shelve the whole project as a failure before word of mouth has a chance to work its magic. Initial sales are pretty much entirely based on how good a game looks.

  25. Re:No one wants to be behind the times by Enderandrew · · Score: 1

    They have free demos. Check them out and decide for yourself.

    --
    http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
  26. According to the RPG Codex article ... by quietwalker · · Score: 4, Insightful

    ... the defining method to determine if a game is an RPG or not is if game engine itself penalize someone by denying access to some game content. No joke:

    "Where then does that leave the modern RPG? The game where making choices actually results in missing out on things? The game where you don't get to use the best axe because you're focussing on guns instead? While RPG becomes a modern marketing phrase to slap on titles in the hopes of selling additional units and some companies are making real efforts, the truth is, the core mechanics of the most successful RPGs released by the main-stream developers are becoming less and less RPG like."

    Two more gems:
      - Games that use the same game engine are not new games, with the implication that they are therefore not worth playing 'again'.
      - the claim that any company that produces a game labeled as an RPG will go out of business in short order because of that decision.

    I could do a point-by-point, but there's no ...erhm... point. I'd just ignore this posting if I were Jeff.

  27. Re:No one wants to be behind the times by Somebody+Is+Using+My · · Score: 1

    Well AFAIK The Dragon Age engine is based on the same engine used for KOTOR and many other Bioware games, just updated for the modern era.

    Actually, it doesn't.

    Mass Effect uses the Eclipse engine. This is considered a wholly new engine (although it doubtlessly shares some code from earlier projects, just because it is the same development house and performs similar functions).

    Knights of the Old Republic 1 & 2 and Jade Empire used the Odyssey engine. This in turn was based on the Aurora engine, first used in the Neverwinter Nights games (as well as a number of third-party titles).

    Prior to that, of course, Bioware used the venerable Infinity engine, which powered Planescape Torment, the Baldur's Gate and the Icewind Dale games.

  28. Aren't the biggest names already doing this? by RyuuzakiTetsuya · · Score: 1

    Isn't Epic doing this with the Unreal Engine?

    Isn't Valve doing this with the Source Engine?

    Engines aren't as important as the games themselves. Particularly for a franchise. If Super SF4 used the same engine as Street Fighter 3: Third Strike, then I would be really, really, really sad.

    --
    Non impediti ratione cogitationus.
    1. Re:Aren't the biggest names already doing this? by Anonymous Coward · · Score: 0

      Yeah but this guy is bringing that development model to shitty games.

  29. Re:Story Graphics by 91degrees · · Score: 1

    Not for everyone.

    This guy has a niche market. If any EA game had his sales it would be viewed as a commercial disaster. Some people love the story based games but far too many people will go for graphics over gameplay every time.

  30. Could Linux reuse code more? by h00manist · · Score: 1

    Code reuse can save lots of work, and open source does it fairly well at the source level, but increasing it would reduce work a lot. To increase it requires some work and planning. Object-oriented magic, and a dozen other things, were supposed to magically make all code reusable. Never worked. It's not easy to do, but waste of resources in programming can indeed create quite a lot of problems. And it can be done. One trick is obviously "don't change the base too much". Explains why old binary emulators are so popular.

    --
    Build your own energy sources from scratch. http://otherpower.com/
  31. Hilariously Ironic by MarkvW · · Score: 1

    The big game makers are always striving to present the latest and prettiest games, while their businesses are topheavy archaic slugs (modeled on the entertainment industry).

  32. Re:No one wants to be behind the times by nomadic · · Score: 1

    I'll take an ugly but fun game over a pretty but boring game any day. I like high-end graphics as much as the next guy, but not at the expense of gameplay.

    And I'll take a pretty and fun game over an ugly but fun game any day. You can have both, and I don't think there's anything wrong with putting a lot of effort into the graphics engine and art as well. Artistry is artistry.

  33. Graphics? No thanks. by indre1 · · Score: 2, Interesting

    Is it just me or are "good" graphics overrated? No matter what they do, in the end the overall looks are still not real and only the textures are prettier.

    Remember that people played (and still actively play) MUDs - they are not played for the nice looks (ASCII maps is all you have to look at!!!), it's the story that catchy.

    I think that the players who are there for the graphics play the games for the shortest time. The more valuable customers that are there for the story and would buy a sequel, updates whatever actually don't care about the looks after first 2 days.

    1. Re:Graphics? No thanks. by gringer · · Score: 1

      I've noticed two things with 3D that irritate me, and they seem to be everywhere.

      • Jagged/flat/sharp edges on objects, making things look like they were cut from paper and placed on the screen. They're the reason why I prefer the graphics of Doom to the graphics of Quake, things just looked more realistic in Doom. Not just straight lines, but they're the worst at the moment. This might be some sort of aliasing effect, but I'm not quite sure how to define it more precisely.
      • Using rectilinear projections, rather than some other projection that better matches human vision. Straight lines don't actually look straight when you see them through a lens. Have a look at Figure 5 on this page. I only consciously realised that this was a problem for me after reading that write-up.
      --
      Ask me about repetitive DNA
  34. Re:No one wants to be behind the times by Altus · · Score: 1

    Its not an either or though. Sure, his graphics and engine are not so great. They are limited. But its just him doing the work. There is nothing stopping a 15 or 20 man gaming company from using the same tactics with a more modern engine and graphics created by people who are better than jeff vogal (no offense to the guy, I like his games and they are impressive).

    Amborsia Software is a pretty good example. They could do more than they have, but at least the released, what 3 Escape velocity titles on pretty much the same engine (tweaked certainly but not completely re-written and redesigned).

    --

    "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

  35. Re:No one wants to be behind the times by Altus · · Score: 1

    you are incorrect. Casual games like bejeweled make money hand over fist. The idea that big flashy games are where the money is at is a myth.

    --

    "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

  36. Re:No one wants to be behind the times by Anonymous Coward · · Score: 0

    Star Control?

  37. Re:No one wants to be behind the times by Demonantis · · Score: 1

    Maybe its like Starcraft were being able to run the game on almost any computer will always win. You have 1% of the market, but that market is hundreds of times larger then the market of high end rigs.

  38. Not just games by Angst+Badger · · Score: 2, Interesting

    This is good advice for practically every field. If you've done a good job of defining and documenting clean interfaces, it is almost always better to reuse a wheel than to reinvent it (usually badly). The only time a rewrite is in order is when it would actually take more effort to accommodate an existing subsystem.

    (This applies mainly in a business context; for free software that is unconstrained by the need to turn a profit, the main question should be which choice will better serve the users, not which choice is quicker and easier for the developer.)

    As far as games go, many of the games I've enjoyed most have had relatively primitive graphics but superb gameplay, while I've seen plenty of games that were visually stunning, but not all that much fun to play. For game developers, I'd recommend developing the game first with minimal placeholder graphics and then play it. Is it fun? If yes, then upgrade the graphics. If not, then no amount of eye-candy will save it.

    --
    Proud member of the Weirdo-American community.
  39. Snicker... by Anonymous Coward · · Score: 3, Informative

    Actually he did rewrite 5 games at least once, the first 3 Exiles games were re-hashed with his "new" engine and his "new" (and crappier) game mechanics as Avernum I-III, and he also re-did Nethergate, which I actually originally liked as being a nice change from his bland Exile world. OK, he did add some things to the "new" versions of Exile aka Avernum, but still... give me a break here. Oops, I said 5, and the one that I haven't mentioned yet is Blades of Exile cum Blades of Avernum.

    Same so-so graphics for years, same tired old engine when it would/should have been entirely possible for him to move along to something a little more modern. e.g. Minions of Mirth using the Torque Game Engine and licensing a good deal of art, graphical effects, and commissioning other pieces is leaps and bounds ahead of Jeff's stuff yet still not entirely graphically pleasing, but good enough for more CRPGers I think. (Music was donated for Minions of Mirth AFAIK.) If he wanted to he could EASILY pick up any one of several OSS engines(e.g. Torchlight showed off OGRE pretty well IMNHO) or for little cost, license an engine like Torque(preferably the newer one), and given MoM's art he should be able to get good enough artwork to justify his grossly inflated prices for what is a VERY OLD creaky engine with artwork from the late 80s/early 90s. i.e. IMO Jeff is just being lazy and cheap. He's comfortable with crumbling old game engine, meaning that he has to spend little effort with each game actually programming, along with the endless re-use of the same graphics. (OK the graphics bit isn't so bad as you would expect some continuity in tilesets between games set in the same geographical region(s), however I've grown more and more to appreciate first person centered single character CRPG games, and 3rd person for party based all with 3D graphics.)

    Actually given his commentary about re-writing the oldest portions of his engine every game, I'd bet that using some other OSS or other game engine would enable him to spend even LESS time on it once he got things going the first, as he could rely on commercial or OSS updates along with more testing. (Apparently he's never even bothered to look at other engines given his commentary on their "costs", yet apparently quite of few of these AAA games can afford expensive 3rd party engines, have a price point $12 or so about Jeff's and MANY of them still turn a profit, sometimes a VERY good profit.)

    A new engine would allow him to implement a FAR more robust scripting engine than what he has, making something like the Blades games actually useful and possibly actually getting some people to create mods for it.

    Anyways, my beef beyond the technical/art/mechanics aspects was the way he moved to his "new" engine re-releasing old games that I had already purchased while simultaneously jacking up his prices to unreasonable levels given the quality. (I stopped caring, mostly about Spiderweb after being burned by Avernum I. Go look at his current prices for his games, I paid little more for Drakensang which was a FAR better CRPG than any of his efforts, and better looking to boot while being produced on a budget which amounts to peanuts today.

    Geez! He's just so arrogantly full of himself in that article, that it's er... disconcerting... I think that in the end is that he is so 1-person company centric and afraid to take any sort of risk that his commentary is just marginalized. I'm surprised he didn't work in something about PR and hype while he was rambling on there. OTOH Minions of Mirth was also made by, primarily, 2 people. Jeff really just comes off as a whiny wannabe in the post.

    (End note: as to graphics, I still play alot of older CRPGs, and alot of roguelikes generally in TEXT mode, although for some I will use a graphical tileset if there's something halfway decent avilable, so graphics aren't everything but once you start putting yourself into a certain price category you WILL be compared to other games in the same general range, e.g. Drakensang v. Avernum/Geneforge.)

    1. Re:Snicker... by Anonymous Coward · · Score: 0

      Mostly what I got out of your rant was that you were mad that Jeff rewrote his old games using a new engine and that somehow you felt ripped off by that?

      If you knew they were rewrites, which you should have because he advertised them that way, then you went into the game knowing what you were going to get.

      If you skipped the games, then you have nothing to gripe about.

    2. Re:Snicker... by Bigjeff5 · · Score: 1

      I suppose that's why he's not making money in the middle of this gaming boom, eh?

      Oh, wait, it's reality we live in, not some imagined fairy tale where nobody will buy your game if don't license the latest and greatest game engine, for which you'll have to create bundles of new art and seriously cut into your profits. He seems to be making money hand over fist in the middle of the worst gaming depression in recent history by doing the exact opposite of what you suggest.

      I wonder who really knows what they are talking about here?

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
  40. Re:No one wants to be behind the times by besalope · · Score: 2, Informative

    Well AFAIK The Dragon Age engine is based on the same engine used for KOTOR and many other Bioware games, just updated for the modern era.

    Actually, it doesn't.

    Mass Effect uses the Eclipse engine. This is considered a wholly new engine (although it doubtlessly shares some code from earlier projects, just because it is the same development house and performs similar functions).

    Knights of the Old Republic 1 & 2 and Jade Empire used the Odyssey engine. This in turn was based on the Aurora engine, first used in the Neverwinter Nights games (as well as a number of third-party titles).

    Prior to that, of course, Bioware used the venerable Infinity engine, which powered Planescape Torment, the Baldur's Gate and the Icewind Dale games.

    Close. Mass Effect actually uses the Unreal 3 engine.

  41. Re:No one wants to be behind the times by Anonymous Coward · · Score: 0

    The original Super Mario Bro's on 8-bit Nintendo still remains one of the most enjoyable games to play. It's more enjoyable than the newest Mario on Wii. In fact quite a lot of those games are way more enjoyable than the current string of games that are out. I still to this day enjoy the old school games on a more consistent basis than some brand new larger than life wanna-be blockbuster that HugeGameStudio put out. Tekken 3 is antiquated but yet still better than the latest Tekken. Final Fantasy Tactics rips XIII a new hole in story alone, and it didn't need Dolby Surround to do it. Sadly most game studios have failed to see that innovation is the true push behind making games fun. Making you think in a new way and having to work to imagine a story you are interested in or a new way of accomplishing getting to the end of the level will always be FAR MORE ENTERTAINING than shiny lipgloss on my screen.

  42. Re:No one wants to be behind the times by Pojut · · Score: 1

    Oh, I entirely agree. Games like Trine, Mirror's Edge, Trials HD...sometimes, the visual style plays a HUGE role in my enjoyment of a game.

    For myself personally, I'd put it at 85% gameplay to 15% visuals, in terms of importance.

  43. Re:No one wants to be behind the times by Monkeedude1212 · · Score: 1

    You might be interested in Vega Strike, an OS project. Think I saw it on Sourceforge.net or Fossfor.us

  44. Lucas Arts for example by sog_abq · · Score: 1

    let us not forget the SCUMM!

  45. The pros do that all the time by Sycraft-fu · · Score: 1

    You find that custom engines for games is the exception, not the rule. Most games start with an existing engine and go from there. Unreal Engine 3 is by far one of the most popular these days. Not just for shooters either, RPGs (Mass Effect 1 and 2, Lost Odyssey, etc) Racing games and so on have all used it. Gamebryo is another real popular one. Firaxis uses it for all their strategy games these days (like Civ 4 and Pirates) and Bethesda uses it for their RPGs among many others.

    In the big money game world, it seems to be rather standard practice to have a company that is good at engine development write a game engine, and then to license that for your project. There are, of course, games that use custom engines but I'd venture that the majority license another engine.

    Reason is probably just as you state, so that they can spend time writing a game, not an engine.

    1. Re:The pros do that all the time by Rogerborg · · Score: 1

      Sure, using someone else's mature, well featured engine is efficient and smart, and actually supports the article's point. It's just that it's so tempting for us code monkeys to roll our own that we often need a grown up to lay down the law and tell us to get on with writing the damn game.

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:The pros do that all the time by Sycraft-fu · · Score: 1

      Well it sort of supports the article. His thesis seems to be that this is not done. He's wrong. Games use existing engines all the time.

    3. Re:The pros do that all the time by Bigjeff5 · · Score: 1

      It's probably the reason the Game industry is seriously tanking right now. Thus they try to find every conceivable method of bringing in more cash while remaining completely oblivious to the areas where they are obviously hemorrhaging cash.

      I see this in my industry as well, the company is desperate to save $200,000 a year on coffee costs, yet completely ignore the tens of millions of dollars wasted every year on inefficient projects - case and point, one project that was originally budgeted for about $300k is now pushing $2 million, and the work originally planned hasn't even been started yet.

      The guy has a point - he takes it to extremes, but why not? If you spent 300 man hours creating that gorgeous dragon model, why not use it in another game? Why make a new one, when what you need is a dragon and you've already got this killer dragon all made up? Just change the color, maybe slap on a few new horns, and away you go.

      That's what this guy does, he has used the same engine for the last 10 years, with minor updates as needed with each new game. Any character models he finishes he re-uses if he's happy with them and they fit the needs of the game. He has sequels, but they aren't all sequels, if it fits he uses it. Doing these things probably cuts his technical costs and time down by 2/3 or more, and he can focus almost entirely on story and gameplay.

      The most important thing for any game, no matter what type, is that it is fun. Fun is different for a lot of people, but eye candy is rarely - if ever - the most important factor in a game. Yet, that's what everyone spends all their money on. It makes no sense.

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    4. Re:The pros do that all the time by Bigjeff5 · · Score: 1

      He wasn't talking about engines, he was talking about everything.

      He mentions that they sort of do it with engines, but even then not really. There are still dozens of engines that all do the same thing out there, when the first one was good enough to do the job.

      What Vogel does is reuse art, icons, tiles, menus, everything. If he has already designed something that fits the needs of the game, he re-uses it. The only stuff he creates from scratch are things that he does not already have to use, or things that he is not happy with. Even his engine is 10 years old, which is unheard of. If he needs new features, he simply updates the engine. If something isn't working quite right, he fixes it. His contention is that there are a great many parts of game development that are not re-used but could be, and frankly, I think he is right. It's also worth noting that his profits have been steadily growing, only showing a small dip at the height of the recession, while the big game studios have been tanking and hard. He's obviously on to something.

      For example, if Vogel had created the Quake engine, there would never have been a Quake 2 engine - he would have simply updated the Quake 1 engine. There was certainly a lot of overlap between the two, so a full re-write was not necessary. When Quake 3 came along, it would have simply meant re-writing the portions that needed re-writing, and adding new features. There are a lot of parts of game engines that are applicable no matter what the base technology is. The development savings of this model are astronomical compared to what companies are spending now.

      The only time a complete re-write would be necessary would be if your engine was not well-written enough to allow for replaceable parts.

      Valve seems to be the best about re-using game parts, and they also happen to be one of the most successful game companies. A lot of companies continue trying to re-invent the wheel with little or nothing to show for it.

      It may seem cheap, but if a game is fun to play, who friggin cares?

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
  46. Re:No one wants to be behind the times by Broken+scope · · Score: 1

    Freespace two and various mods for it allow for both "Newtonian" flight models and "Dampened" flight models.

    Allegiance had a Newtonian model in the original game and I believe it still has a community around it now that the source has been released.

    --
    You mad
  47. Case in point by Locke2005 · · Score: 2, Interesting

    How many times did Duke Nukem Forever switch engines and start all over?

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
  48. Re:No one wants to be behind the times by Surt · · Score: 1

    indie games profits reach a peak at bejeweled, which grossed about 250mil, and reaching that level is about a one in 100,000 shot. AAA titles begin life right around there, at 200-300mil, for the failures.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  49. EA to charge for game demos by tepples · · Score: 1

    They have free demos.

    Not for long. EA has been mulling selling demos.

    1. Re:EA to charge for game demos by MooUK · · Score: 1

      EA is not one of the companies that applies to the parent thread.

    2. Re:EA to charge for game demos by Bigjeff5 · · Score: 1

      He wasn't talking about EA, he was talking about John Vogal's Indy company.

      You know, the one in TFS? The one who said he saved the game industry?

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    3. Re:EA to charge for game demos by tepples · · Score: 1

      What's to say John Vogal's Indy company won't go the route of EA after most of the majors have gone the route of EA?

  50. Geneforge is great by Z8 · · Score: 2, Interesting

    I happen to be in the middle of playing one of his games (Geneforge 5) and I'm really impressed. The crappy graphics took an hour or so to get used to, but the complexity of the world and faction system makes the game worth playing. You really feel torn between the ideals of the different factions, and get to know the personalities of the major players. I think it compares quite favorably to modern big-budget games in that regard. Also the fighting mechanics were solid and didn't get in the way of gameplay.

  51. Re:No one wants to be behind the times by Pojut · · Score: 1

    Tie Fighter did the same thing...SO MANY TIMES I ran into capital ships and whatnot because shortly before I played Tie Fighter was when I got balls-deep into MechWarrior...so I was used to be able to stop almost instantly -_-;;

  52. Some games are farmville for a reason by tepples · · Score: 1

    If they can get the storyline and gameplay right, create great immersion, reduce bugs, loadtime, need for 'farming,' etc

    Reducing defects and interruptions for loading is a good thing. But cutting out the need for farming would just turn off any avid player of the Harvest Moon series or that one Harvest Moon lookalike on Facebook (what was its name again?).

    1. Re:Some games are farmville for a reason by skine · · Score: 1

      By farming, I don't mean a simulation.

      I meant games where the easiest way to get money is to run around killing easy enemies.

      Or entering, exiting and reentering buildings to get the [clay jars] to regenerate,

      Or cutting grass and waiting for it to grow back, just so you could cut it again.

  53. Re:No one wants to be behind the times by Anonymous Coward · · Score: 0

    Low end graphics shouldn't necessarily equate to "ugly"  perhaps just dated.  An ugly game will be ugly no matter the resolution or polygon count of the art assets.

  54. Good looks sell by Anonymous Coward · · Score: 0

    Good looking games sell. This is no different to Apple and their products. Dress it up to look damn sexy and people want to own it and be seen with it, regardless of what's under the hood. Also no different from the 'ideal' mate that, beyond the looks, can easily turn out to be not quite so ideal. It all starts with looks, the window dressing. Human nature.

  55. Re:No one wants to be behind the times by Surt · · Score: 2, Informative

    While it's true that you can have both, the question is what do you play after you've finished those 3 games.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  56. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  57. Re:No one wants to be behind the times by Bakkster · · Score: 3, Insightful

    Give me game play OVER pretty any day.

    Of course, the issue is that different people have different expectations for gameplay. You obviously prefer the more realistic physics as part of the game. Others prefer for the game portions to be interesting, rather than realistic.

    For example, racing simulators versus racing games. The sims (the hardcore stuff, like SimBin) often have very little game attached to them beyond 'here are cars and tracks, and all the physics and race rules to use them'. This appeals to your hardcore drivers who care more about lift-throttle oversteer and their tire temperature and pressure, but not to your typical 'gamer'. They want a career mode, the ability to purchase and install vehicle upgrades, and a compelling reason to race the tracks (beyond dropping a lap time by 0.005s). Both are gameplay, but very different types.

    I guess what I'm saying is that unlike what you seem to be implying, realism != gameplay. Sure, we're seeing a lot of games which merge the two (you could say the first one was Asteroids), but just because an FPS is more realistic than TF2 or Quake doesn't mean it has better gameplay.

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    Write your representatives! Repeal the 2nd Law of Thermodynamics!
  58. Raising the Barrier to Entry by Fractal+Dice · · Score: 1

    The point of the engine rewrite treadmill in large companies is not to create better games, it's to raise player expectations and build a high enough barrier to entry that only the largest companies/IP-holders are left in the market.

    Just like the movies, if you have the money to attempt to dominate the market, you don't win on good scripts because anyone could come along out of left field and write one of those, you win by having production values/effects/names that no small player can afford to match.

    It doesn't have to be a conscious strategy to do this, it's just the natural way the market will evolve - eg: the peacock's tail

  59. Re:Story Graphics by e2d2 · · Score: 1

    If only the entire software industry could figure that out. They're always too busy creating the next cluster fuck to be bothered making something solid. Well, most of the commercial houses that is. Open Source seems to stress quality over speed to market.

  60. Re:No one wants to be behind the times by Creepy · · Score: 1

    I haven't played a space shooter in several years, but I think one of the ones off sourceforge had true physics movement (Vegastrike or the Privateer remake or one of those).

    As for Parsec, it wasn't fun (yet) and lost its development team.

        Personally, I don't see a hardcore space physics game being fun at all - you don't need just vector based movement - there would be no sound, burning, or explosions. I'm even skeptical about explosive decompression. Most combat would take place at massive distances, not up close dogfight style. It would be about as satisfying as eating gravel. A mix of real and movie physics can be fun, but also frustrating - you can get something like Darkstar One, which I enjoyed once I got into it, but the learning curve was high. Supposedly the X series isn't bad, but I haven't played it (X3 is now on Steam I believe), so I don't know what gameplay is like.

  61. Re:No one wants to be behind the times by Andy+Dodd · · Score: 1

    I think you're confusing profits with income...

    If a game sells $300M of units but cost $301M - it lost money.

    If a game sells $4M of units but cost $100k - it made lots of money.

    (However, in terms of "jobs" and "paid developers" - the big game is better because most of that cost is developer salaries.)

    --
    retrorocket.o not found, launch anyway?
  62. The criticizm is inaccurate by PPH · · Score: 1

    When I start a new game, I spend 3-4 months rewriting the worst or most dated part of my engine, and then I take that old (but solid) engine and make the coolest story I can with it.

    So it seems that he does rewrite his game engine in some respects. Not a "throw the baby out with the bathwater" kind of rewrite that so many IT teams tasked with saving the company are tasked with. But bit by bit, it gets rewritten.

    Having had some experience in maintaining "old" code, this approach works best when the original product is well written, well documented, the design team is up to speed on it, and management maintains that team (and its resources) rather than disbanding them after the delivery date. Massive rewrites (and the headaches that go with them) occur when a product is allowed to languish until such time as its performance becomes a critical issue. Then the code cowboys are brought in to start from scratch (because nobody remembers where the source, let alone the documentation was stored). Something brand new gets built, the people of the town (users) hail the IT team as heroes. And hopefully most of the critical bugs can be patched before the coders ride off into the sunset. Hence, my sig line:

    --
    Have gnu, will travel.
  63. Ding by Colin+Smith · · Score: 3, Funny

    Corporate America.

    I'm surprised the shareholders aren't out in the streets with pitchforks.
     

    --
    Deleted
  64. Re:No one wants to be behind the times by Anonymous Coward · · Score: 0

    I dunno. I was completely addicted to Master of Orion and Master of Magic back in the day, but sparking them up now in their 320x240 glory makes me want to gouge my eyes out.

    After 10 minutes or so you don't notice and the game is fun again, but you aren't going to get the uninitiated to spend that 15 minutes.

  65. Re:No one wants to be behind the times by Razalhague · · Score: 1

    I thought most of the cost was marketing?

  66. Re:Story Graphics by Chosen+Reject · · Score: 1

    Open Source seems to stress quality over speed to market.

    This is so true

    --
    Stop Global Warming!
    Just say no to irreversible processes!
  67. Hypothetically speaking, of course... by Anonymous Coward · · Score: 0

    Let's say I'm interested in fiddling with some game design stuff. OK, I'm sold; I don't want to reinvent the wheel. I'm interested in implementing my own RPG mechanic, with a rather open-ended ability system. I have precisely zero interest in audio/visual engine aspects and would accept and try to work towards almost any platform that was reasonably robust (graphics, rudimentary or otherwise, would probably be necessary for my concept, though). I've got a certain amount of it fleshed out pen-and-paper style, complete with what I'd say is 15% of the mechanical content (content prototypes, rough rules for opponent AI, rules for content scaling and (pathetically trying) to keep a reasonably open system from running away with itself, etc.) that I'd want in a game release -- ultimately, as far as the game is concerned, a dragon is just a really big giant rat, so from my perspective, the hurdle in making a dragon is a matter of having the story frame it, having the engine call for it at the right time, and finding/begging/procuring some graphics to represent it. Anyway, while the design seems intuitive to my gaming posse (i.e. someone else has told me I'm not totally nuts), the computation required gets very prohibitive for tabletop play. FWIW, my avatars don't have STR/DEX/CON, HP/MP type stats, but rather several inventory-like pools they draw on, and combat proceeds based on a synchronous AP-expenditure model, so it's technically turn-based, but without "rounds" or distinct player/enemy phases. This is where computers should step in and put the grunt work behind us, right? Where can I get a reasonably functional platform for a traditional RPG -- maps, event handling, prototypes for player data management -- that will readily let me tear out the rest of the game logic and substitute my own?

  68. Re:No one wants to be behind the times by AndersOSU · · Score: 1

    .The original Super Mario Bro's on 8-bit Nintendo still remains one of the most enjoyable games to play.

    I disagree. I know there's a lot of platformer nostalgia - and hey I still play Mario from time to time, but it really isn't that fun. It's linear, it's static, it's frustrating, and there is no story. Platformers died because they're all the same. The differences between Mario and Sonic and Megaman are Castlevania superficial.

    It's more enjoyable than the newest Mario on Wii.

    Not that that's saying much.

    In fact quite a lot of those games are way more enjoyable than the current string of games that are out.

    Again, I have to disagree. Megaman drove it's franchise into the ground, Mario got lucky with timing and just as it was getting stale along came 3D. Many of the recent Zelda games are superior to the originals, and examples like Tekken and Final Fantasy are examples not of the gaming industry dying, but of watching studios trying to get every last penny out of their golden boy. I'd rather play Bio Shock than Duke Nukem or World of Warcraft than Ultima online.

    The problem with looking at old games is that you only remember the good ones. There was a whole lot of derivative stink available for the NES, but you're only fondly remembering the groundbreaking ones. I played Ghostbusters on the NES, and even as a 15 year old, couldn't figure out how someone could sell that crap. I had an Atari 2600, and really, how many pong/breakout clones can you produce? I too would rather play Half-Life over Crysis, but that's a little like saying that movies were better in 1959 than now because you'd rather watch Ben Hur than Avatar - forgetting of course that 1959 also gave us Plan 9 from Outer space.

  69. Re:No one wants to be behind the times by Anonymous Coward · · Score: 0

    Linewars? Played the daylights out of that.

  70. Re:No one wants to be behind the times by HeckRuler · · Score: 1

    Fuck yeah Dwarf Fortress, Nethack, DungeonCrawl, DoomRL, Splunkey, MazeCrawl, Slash'em, DuesEx, X-Com, FinalFantasyTactics, disgaia, Odin Sphere, Natuk, and yes, the original EXILE.

  71. Re:No one wants to be behind the times by HaZardman27 · · Score: 1

    I believe what's being referred to is "games for gamers," not "games for casuals and stay-at-home moms."

    --
    Apparently wizard is not a legitimate career path, so I chose programmer instead.
  72. Re:No one wants to be behind the times by HaZardman27 · · Score: 1

    You go back to WoW and get neither, obviously.

    --
    Apparently wizard is not a legitimate career path, so I chose programmer instead.
  73. Interesting by Registered+Coward+v2 · · Score: 1

    based on the blog, I didn't see the OP as a shot at the developer; it looked more like a complement. Reusing a perfectly good game engine (or storyline) and making an interesting new game (or story) with it is a real good business model. The comment about people liking interesting game play over gee whiz graphics only reinforces that. Many successful authors do that - read one Ludlum / WEB Griffin / Clancey novel and you've "read" them all; but their storytelling still pulls you in even if you know how the plot and characters will playout. As a consultant, I'm a firm believer in the "Create once, sell as often and for as much money as the market will bear as long as possible. Lather, rinse, and repeat."

    --
    I'm a consultant - I convert gibberish into cash-flow.
  74. Re:No one wants to be behind the times by Bat+Country · · Score: 1

    Actually, it'd probably be a pretty novel experience playing a game which realistically simulates space combat... It'd become a matter of relative speeds - you're probably already moving at a ludicrous clip, the trick is to dance in and out of range at the maximum accurate weapon range using braking and thrusting maneuvers.... Forget changing direction rapidly, but you could probably do some minor jinking to avoid long-range damage.

    The Lucasarts X-Wing and Tie Fighter games had a mechanic which would blend well with that style of combat - namely shield juggling. Assuming you'd allow enough of a fudge factor in your science to permit some analog of a force field, changing the orientation and concentration of a field to deflect incoming fire from multiple directions is a tricky but engaging mechanic.

    Finally, it wouldn't have to be completely soundless - remember electromagnetism - assuming hull sensors which picked up and amplified emp and vibrations caused by passing through magnetic fields from shots or engine wake, you could hear a lot of really odd sounds. And as far as explosions, don't forget the stuff that a ship is made of has to go somewhere if it blows apart, and that somewhere is pretty much everywhere. Anything blowing up behind you (movement-wise) would be eerily silent and anything blowing up along your vector of movement would sound like electromagnetic shockwaves and a nasty hailstorm.

    --
    The land shall stone them with the bread of his son.
  75. Final Fantasy? by Hadlock · · Score: 1

    Jeff Vogel wrote FF1-6? Only read the first three paragraphs to the block quote. Arguably 7-9 contain the same core mechanisms. Only in 10 do you lose the "go anywhere overworld map".

    --
    moox. for a new generation.
  76. Listen to the man by Anonymous Coward · · Score: 0

    Jeff Vogel's games are all excellent... his advice is worth listening to.

  77. Re:Story Graphics by radish · · Score: 1

    Why can't I have both? Seriously? Are the same people responsible for story writing and engine design? Well maybe they shouldn't be.

    --

    ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

  78. Paper is Old, RPG Players Revolt by Anonymous Coward · · Score: 0

    Reuters reports today that RPG players from around the world are revolting against Wizards of the Coast and other RPG game developers, who have not updated their venerable paper technology in more than a century. Some of the protesters have also raised concerns about a similar stagnation in pen technology, which last saw a major update with the introduction of motorized squiggly pens more than 15 years ago.
        Wizards of the Coast could not be reached for comment, but will hold a press conference later today where they are expected to address the issue. Former WotC employee and lead designer of Dungeons & Dragons 3.5, Monte Cooke, had this to say: "I don't understand what is wrong with these morons. I mean, the game isn't about paper, or even pens. It's never really been about the technology. It's about creating a memorable story, and giving the player the chance to play the role of a hero. I could run a great RPG on a cave wall with nothing but a bloody finger to draw with."
        Perhaps not surprisingly the social web has already picked up on the story, polarizing large groups of twitter members and spawning countless facebook groups. Interestingly, a similar group of dissenters is gaining steam among the board gaming community, claiming that boards are long over due for an update. Citing Monopoly as a major contributor to the industry's unwillingness to move beyond pasteboard.

    More at 11.

  79. Re:Story Graphics by Draek · · Score: 1

    They did, then they forgot it. TFA mentions the possibility of making multiple games on the Dragon Age engine, which is exactly what happened with its spiritual predecessors Baldur's Gate and, to a point, Neverwinter Nights.

    Still, that's a recipe on making the largest number of quality videogames for the least expenditure of money. What studios are interested in, however, is making the most *money* for least investment, and there's plenty of proof already that making something shiny-but-stupid will net you a lot more money than the opposite.

    --
    No problem is insoluble in all conceivable circumstances.
  80. Re:No one wants to be behind the times by Anonymous Coward · · Score: 0

    Buy a nintendo

  81. Re:No one wants to be behind the times by grumbel · · Score: 1

    Others prefer for the game portions to be interesting, rather than realistic.

    The thing is: "realistic" often results in "interesting". As with real physics you get emergent behaviour and dynamic gameplay situations, while with made up hacks you just sit there and wait for the next script trigger, which is often predictable, completly boring when it comes to replay and insanely immersion breaking. That doesn't mean I want every game to be like Falcon4.0 where you have to read hundreds of pages of manual before you can get anything done, instead you can simply mix realism with accessibility add-ons. Driving games are slowly getting there, they are starting to provide both a reasonable amount of realism while at the same time providing optional breaking assistants, dynamic drive lines or even time-rewind, thus giving you accessibility without turning into a flat arcade game. And also lets not forget that realism can also be abused for fun, Indy500 might have been one of the most realistic racing games of its time, but it was also a hilariously awesome crash simulation. Don't like the drive? Just turn around have and have some fun with the replay feature while you crash into oncoming cars.

    The sad part is that the driving genre seems to be the only one which seems to "get it", most other genres out there just ignore reality and turn into a series of script triggers, never willing to actually teach the player something new, instead its just "aim, shoot, rinse and repeat".

  82. Sorry... by Anonymous Coward · · Score: 0

    ...I'm suffering from an accute case of the Sowhats.

  83. If I had a billion dollars by T-Ranger · · Score: 1

    (Well, Id be rich and not bother doing anything. But lets say I did...)

    I would expend my efforts on developer tools, not game engines.... Correction: content authoring tools, not developer tools or game engines.

    My perfect end-game would be that some map developer could load in the raster format of a 1:50000 topo map, set some parameters like "Forest = Canadian Shield" "Season = Summer", click go, and boom, you have a new map. Trees where there are trees, buildings where there are buildings, roads, etc, etc. You don't only have roads that are relevant to the "story", you have roads and trails randomly as in real life. Your buildings all work, you don't have sealed doors because you got lazy.

    Either there is a library of 1,000 trees, or the tool just generates some; there is a library of 5,000 buildings, or the tool generates some, etc.

    So my money would be spent on building up that library of 1000 trees and 5000 different buildings, and auto generating the landscape from real GIS data.

    Now, I grant that I don't know anything about developing maps, and I'm sure that the actual map part isn't the hard part. For something like Half Life, you are really building a special map around a story. But for some really hard core FPS - a team CTF, or whatever... the maps get boring. Some moderate player can be an expert at a given map and really dominate over an expert FPS player.

    If you can generate a map in an afternoon, then you would. And that really would remove any bonus people get from being map experts.

    1. Re:If I had a billion dollars by twoallbeefpatties · · Score: 2, Funny

      You also wouldn't have to eat Kraft dinners.

      --
      Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
    2. Re:If I had a billion dollars by loufoque · · Score: 1

      There is already quite some research in the that kind of thing. Some solutions can generate planet topography, some can generate cities according to some architecture rules, etc.

  84. Re:No one wants to be behind the times by Bakkster · · Score: 1

    instead you can simply mix realism with accessibility add-ons. Driving games are slowly getting there, they are starting to provide both a reasonable amount of realism while at the same time providing optional breaking assistants, dynamic drive lines or even time-rewind, thus giving you accessibility without turning into a flat arcade game.

    But that ignores that not everyone wants realism, even superficially. Some people want to play an arcade game. For those people, intentionally violating the laws of physics for the sake of fun is a good thing. See Mario Kart, Street Fighter, Team Fortress 2, Geometry Wars, etc. for examples.

    That's why we have developers making simulations, pseudo-sims, and arcade titles: they each have a merket, and there is not one-size-fits-all solution.

    --
    Write your representatives! Repeal the 2nd Law of Thermodynamics!
  85. Modern updates of classic games? by JSBiff · · Score: 1

    You know, one thing we don't see much, but I do kind of wish would happen more, is modernized updates of classic games. For example, take the Elder Scrolls series by Bethesda Softworks. I've spent many hours enjoying ES III: Morrowind, and ES IV: Oblivion.

    They released the the first two games in the series as free downloads, which I downloaded, and started to play. The thing is, graphics which looked sort of alright on a 640x480 CRT end up looking eye-meltingly, headache inducingly bad on a 1920x1200 LCD.

    I'd pay money, I think, for versions of Elder Scrolls: Arena and ES II: Daggerfall which are native ports to Windows (currently you have to run them in DosBox, and the resolution if fixed at 640x480), and which have the models and textures and things updated to allow for abritrary resolution (that is, on most modern engines, you can run the game at whatever resolution you want, and the engine just scales the graphics, because 3D graphics are basically vector-graphics which can be arbitrarily scaled).

    I don't need the best graphics in the world, I really don't. I can still have fun playing a good 2D game, even. But, I still think there could be money to be made updating great classic games to run better and look better on modern hardware and operating systems.

    1. Re:Modern updates of classic games? by kalirion · · Score: 1

      currently you have to run them in DosBox, and the resolution if fixed at 640x480

      Huh? These are VGA games, 320x200 (or possibly 320x240). DosBox offers all kinds of output methods and scalers which can upscale the game to any resolution you want. For a lot of games, I prefer the HQ scalers (or the openglhq output method from some CVS builds). And the openglnb output method is best when you want to preserve the game's original look without the blurring/smudging caused by upscaling.

    2. Re:Modern updates of classic games? by sproketboy · · Score: 1

      Yeah. I'm working on such an animal now.

      http://goldchest.sourceforge.net/

  86. Re:Story Graphics by kalirion · · Score: 1

    Have you actually played Crysis? There's actually a pretty decent game there, under all the glitter.

  87. What is wrong with reusing content too? by dbrower · · Score: 1
    Vogel speaks of the book/author analogy, but doesn't carry it as far as he should. Using a BadAnalogy for the sake of the audience, requiring new art content in every game would be like telling Terry Pratchett he was wrong to keep re-using the Discworld as a setting, because we're owed "new everything" in every book. Or saying that Intel/AMD/ARM are cheating by not introducing new instruction sets with every generation of processor.

    I've got no problem re-using engines, artwork, characters or anything else in games, as long as the narrative and situations are interesting.

    -dB

    --
    "It if was easy to do, we'd find someone cheaper than you to do it."
  88. Direction is important too by Dan+Posluns · · Score: 1

    One thing to consider is that the quality of the engine can impact the quality of the storytelling. The capabilities of the tools you give your artists and designers determine how free they are to run with their imaginations. I think one of the best RPG stories ever told is Final Fantasy VI, not just because of the story itself but because of the production and direction: how the gameplay, graphics, dialogue and music were all interwoven together in a way that was both immersive and compelling.

    It sounds like this guy has been very successful in telling new stories in his old engine with the same assets. And I figure I'd rather play a crappy-looking game with a good story than a good-looking game that bores me. But forcing it to be a choice of one or the other is ultimately imposing limits on the quality of what you do, which may matter to you as an artist if not so much to your bottom line.

    Dan.

  89. Re:No one wants to be behind the times by Bakkster · · Score: 1

    Actually, it'd probably be a pretty novel experience playing a game which realistically simulates space combat...

    Novel, but boring. Who has the more accurate targeting system for their laser weaponry? As soon as they reach that range, their laser destroys the other craft. End of battle. Remember that any projectile can likely be destroyed by lasers or other projectiles before it reaches you.

    You don't actually expect that 'realistic' and 'energy shield' go in the same sentence, do you?

    As I stated above, at some point increased realism decreses the fun of a game.

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    Write your representatives! Repeal the 2nd Law of Thermodynamics!
  90. Re:No one wants to be behind the times by Surt · · Score: 1

    AAA titles don't cost that much to make or market. Generally under 5M to develop, under 20M total costs including marketing. That's down in the noise compared to the typical gross.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  91. Re:No one wants to be behind the times by Anonymous Coward · · Score: 0

    So, big fan of Dorf Fortress, then?

  92. Re:No one wants to be behind the times by Gorath99 · · Score: 1

    If you can get a hold of it, you may want to check out I-War. I have no idea if it's aged well or not, but back in the day it was pretty amazing. Very deep gameplay (including Newtonian physics, as in the game you're referring to), good story, and graphics that, at the time, were absolutely gorgeous. Had more fun with that one than with Freespace.

  93. Re:Story Graphics by dudpixel · · Score: 1

    hear hear :)

    when they get it right its more by good luck than good management...

    --
    This seemed like a reasonable sig at the time.
  94. Mass Effect is "weak in the main story"? by hackiavelli · · Score: 1

    Is this some new form of hyper-sarcasm?

    1. Re:Mass Effect is "weak in the main story"? by unity100 · · Score: 1

      no.

    2. Re:Mass Effect is "weak in the main story"? by hackiavelli · · Score: 1

      Ah, Opposite Day then.

    3. Re:Mass Effect is "weak in the main story"? by unity100 · · Score: 1

      no..

  95. Re:Story Graphics by Xest · · Score: 1

    The issue is, that there are (believe it or not!) games out there that have good gameplay, story AND good graphics and other technology. There are also games without fancy technology that suck.

    So the issue isn't one of good gameplay and good story vs. fancy technology at all, it's simply about good games vs. bad games. The nostalgic view of all the games of old that were amazingly fun but didn't look great is forgetful of all the games of old that looked shit, and also played shit too.

    Game quality and technology aren't mutually exclusive, it's just that it's easy to forget the crap bad looking games, and easy to remember the good crap looking games meaning people end up with this flawed viewpoint that they are mutually exclusive.

    I'd take the games with good gameplay, storyline AND shiny graphics personally. For me games like Mass Effect 2 are fine recent examples of this.

  96. RPGs don't need the latest and greatest by sproketboy · · Score: 1

    RPGs don't need the latest and greatest graphics. Story is the most important aspect IMO.

    Gold Box re-imagined:
    http://goldchest.sourceforge.net/

  97. Re:Story Graphics by Anonymous Coward · · Score: 0

    Here we have a game developer that noticed that good gameplay and good stroy > fancy technology.

    Ya, Zangband rules!

  98. James Cameron too by Dr_Barnowl · · Score: 1

    I saw a comment from him in the paper today that his inevitable sequel to Avatar won't cost him as much as the first one, because he's already developed a lot of the 3D assets he'll be using.

  99. Re:No one wants to be behind the times by Pushpabon · · Score: 1

    Did you deliberately omit adom?

  100. Re:No one wants to be behind the times by HeckRuler · · Score: 1

    Yeah, I never liked it.

  101. Re:No one wants to be behind the times by Bat+Country · · Score: 1

    The tiniest of microparticles left in a stream behind the ship... Microscopic chaff sparsely spread, producing the attenuation that an atmosphere would provide in terrestrial battle, rendering the laser ineffective at long range. Powering a laser produces heat. Heat is difficult to disperse in space. Produce armor plating or a directable reflector which is capable of surviving a few nanoseconds of laser, a discharge mechanism which dumps out a huge clump of reflective chaff in that time, and then leaves behind a trail of lighter weight chaff and soon you have a situation where it'd do more damage to the attacker to shoot (from the heat from their emitter) than it does to you to catch.

    --
    The land shall stone them with the bread of his son.
  102. Re:No one wants to be behind the times by ToasterMonkey · · Score: 1

    Megaman drove it's franchise into the ground, Mario got lucky with timing and just as it was getting stale along came 3D.

    What what?? "Lucky"? The timing of the first 3D Mario was not lucky, it was completely planned and deliberate. Platformers basically ceased to exist with the advent of N64. Nintendo said "Let there be 3D games" and the big game houses said "OK". Some franchises just weren't worth hoisting into 3D worlds, like Megaman. Be very glad you weren't assaulted with BattleToads Avoid Fast Moving 3D Objects, or Double Dragon Shootout, or Donkey Kong Country Jumping in 3D Edition. Mega Man wasn't driven into the ground, it was left to RIP where it belonged, and it's life was stretched out the entire lifetime of the SNES from what I remember. Now, platformers are 'in' again because of a shakeup in distribution channels. PC games were driven into the ground chasing silly trends.. Puzzle, Sim, RPG, RTS, FPS, console ports... I'm still waiting for those glory days to come back :\