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Insomniac,
of course, is very famous for building very solid engines. At DICE, Mike Acton and
Andy Burke talked about how they just do not use third party tool solutions,
and -- well, obviously some tools, yes, but not physics plug-ins or anything
like that.
LM: And we're on exactly the same page as
them. We use all our own tools and technology, short of Maya, and maybe Perforce.
What
do you think are advantages of that?
LM: I think there are considerable
advantages. If you saw their talk at DICE, it was right on. If you build your own
engine, ultimately, you're not only getting the advantages of doing something
custom for your game, but you're spending roughly the same amount of time.
I
think that people who have weaker engineers tend to go towards third party
because they think it will save them time -- and maybe it will, but if you have
solid, veteran people, you're always better off building your own engine and
tools.
A
lot of people use Unreal, obviously,
for 360 and PS3 games. It's very choice right now. But I've rarely talked to
someone who hasn't talked about having to do extensive modifications to make it
suit their purposes, and I guess that there's something a struggle right now --
even a legal struggle right now, in some cases --with the idea that it's being
marketed as an off-the-shelf solution.
LM: Well that's the thing; I don't really
believe there is, in terms of engines, anything truly that is an off-the-shelf
solution. Unless you're making a game that is so uniform, and in line with the original purpose of the engine,
you're going to have to adjust it, and repurpose it. That's just the reality.
It's
also funny if you play some Unreal engine games, you can see what they nicked
from Gears of War, basically. Because
when you license the engine, they ship it to you with the source code for Gears of War. Even talking to
developers, I've had developers tell me what they borrowed. Or how they studied
the maps, and tried to figure out how to effectively use the engine... Some
Unreal Engine games don't splash out, and some games, like Mirror's Edge by DICE -- I don't know if you've seen it -- it's
totally different. I think once you get to the different side, it probably
speaks to the amount of effort that you have to put into it.
LM: Yeah. That's exactly it. It's not that
you can't do amazing things with the Unreal Engine; you can, but it's just a
question of the amount of effort that you have to put in to get there, and
whether that effort wouldn't have been better spent working on your own
technology.
EA's Mirror's Edge
So
you think it's probably best, for people who have the resources, to really work
on their own tech.
LM: Yeah, absolutely. I think that working
on your engine is really the best approach. And also, when you're approaching
your studio, that's the part of the team that you want to be the most senior: your
tools guys, and your engine guys. And that's certainly the case as we have just
a lot of really veteran guys, there, talented guys.
What
do you think of physics plug-ins? You know, like people might do their own
engines, but they still will license Havok or something, because it's robust.
LM: I think it depends on what you're doing
with your game. A lot of hoopla is made over physics plug-ins. I think that
there are a lot of games that don't actually need physics plug-ins. There are a
lot of things you can do with fake physics. It's sort of, with the animation,
making something look realer than real.
And we've had people swear up and down with
games, that, "Oh my god! Your physics must be great!" But there is no
physics engine there; it's just faked. So you really have to sit long and hard
and think about, is your game going to take advantage of this or not, before
you even concern yourself with whether or not to use an off-the-shelf solution,
or code your own.
And at that point, it's a question of what the off-the-shelf
solution supports, as compared to what you want in your game.
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Personally I think the question of using internal tech vs licensing depends completely on your team size, time line, and experience levels of the individual members. It's not just a simple "yes" or "no". Toss a bunch of juniors in a room and the only engine you'll get is whatever they could piece together from some tutorial website. So put a lot of thought into making your own tech before committing. However, a senior team with a solid plan might be able to wow you. I doubt that Shadow of the Colossus or Okami could have been achieved easily with some pre-packaged engine. Not impossible, just not as easily.
I mean is it just a coincidence that Renderware has gone and the PS3 software catalogue is floundering with a large number of big budget average titles?
Apart from that I bet for those developers who claim they have built their engine and tools from the ground up actually started their engine many, many years ago when it was commercially viable and evolved it over many, many projects, refactoring at every step - DICE I bet sits firmly in this camp.
If there exists a reasonable solution to a problem already then it’s an engineer’s prerogative to at least use it as a starting point: why reinvent the wheel? An engineer should be aiming at all times to engineer themselves out of a job i.e. to solve the problem at hand. Granted we won't be able to do that for many years (if ever) because of the constantly shifting foundations and goals but we should certainly be moving in the direction of older industries for example structural engineers in the building industry where they’ve got to the point that the engineers are contracted in to solve a few specific problems with a project.
Today if you're starting a game and haven't got a low level game engine (graphics system, physics system, sound system etc) / high level game engine (game framework, A.I. system, scripting system etc) and/or tools pipeline (conversion tools, build system, game editor etc) in place - THEN BUY AT LEAST SOME OF IT IN!