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So
when you fake physics, do you do it with animation?
LM: Yeah, you do it with -- well, it's in
the code, right? It's the way that they make things fall, and that sort of
thing. There isn't a whole physics system controlling it; they just know how to
fall at that rate, and bounce, and break.
It's
basically a set of parameters, and the possible variations give it the illusion
of a more robust physics engine.
LM: Yeah, if you're not making a game that
has an important -- if you're not making Half-Life
2... I mean, Half-Life 2 has been
a few years now -- you know, you want an amazing physics engine.
But if you're
making something like Ratchet & Clank,
why would you put in some really deep physics engine? I just don't see the
point of that.
Yeah,
and it's funny; when you play some of these games where they put in Havok, and
really all it does is that guys fall over, and chairs fall over...
LM: I think that, well, this is the thing: people
get very excited about features, in any industry, and I think that games is no
exception. I think that people need to really sit, and look at their game, and
really think about what it really needs.
What's going to make the game the best, right? Not what's
going to be a bullet point to their publisher, but what's really going to
improve the game they're working on.
Do
you get a lot of that freedom, do you think? Especially since you're working
with established property, and, you know, a first party publisher? Do you get
the freedom to go in the direction that you want?
LM: I think so, because one of the things
that's really great about working with first-party publishers, is they are
really more concerned with the quality of the game than they are with the
bottom line. I mean, what they're looking for is something that really shows
off the power of their machine, right?
So at that point, if you're making
something that's a great game, and you can show them: "Hey, look! This is
going to make my game look better!" Or play better, or whatever, they're
really accommodating about that.
Working
with Insomniac, do they have some oversight into your products? Is there any
sort of official oversight process?
LM: There is no official oversight process.
I mean, we try to be accommodating with them -- it's based on their scripts,
and we send them our scripts, so they know what's going on, and we're not
killing off Qwark in one scene, and suddenly they're not writing Qwark into the
next.
But beyond that, we do our own independent
games, and make sure they don't conflict, and in some cases -- like with Secret Agent Clank, and Tools of Destruction -- we have some
codes you can exchange, and stuff, but that's about the extent of it.
And
is that because it's a trust relationship? Because of the history of some
people at High Impact? Do you think that it facilitates that?
LM: That certainly does facilitate that; I
imagine Insomniac would be more concerned if no-one at High Impact had
previously worked on the Ratchet
series. And part of it, too, is just the talent of the team.
I think that our
team is talented enough to have shown that there isn't a lot of worry about
checking on the property. There's no fear that we're suddenly going to destroy Ratchet, make him maneuver like a Mack truck,
you know.
And
they could always drive down the highway and storm the offices if they're
unhappy with it.
LM: Well it's true, because we are only about five minutes from each other...
Wow.
LM: So we probably could
conduct raids on each other's offices if we wanted to. But that could just only
end in sadness and Nerf weapons.
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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!