DemoCoder said:
UnrealScript has some nice concepts, but was it really needed to deliver Unreal?
Nope not at all. However at that time Tim new that with Uscript it will give developers and mod authors the tools they need to quickly develope new content. So it gave Unreal self life via its mods/licensing
The most popular online FPS in the world right now is Counter-Strike, and it is written as a DLL in C. For all the nice features UnrealScript delivers, it hasn't been able to overtake any of the Quake mods in popularity.
CS popularity has nothing to do with the code base. The aging HL (modify q1/q2) engine helped as it did not put heavy strains on the users PC thus the average Joe sick pack's PC could play CS on his PC which was not top of the line. Also as we have said the network play was very smooth. These helped to make CS an option for more of the community. If you look at the vale page where they have the results of the hardware survey you can see that a majority of the users are using GF2mx cards!
CS introduced many new elements that had been absent from on-line gaming. Something about playing as the good guys vrs bad guys thing appeal to people. So I feel that CS popularity is more based on the ideas and features the mod itself had vrs the code base.
So editing and making Unreal mods might be supercool and easy, but I highly doubt it is delivering such significant development and time-to-market benefits that licensees would choose Unreal engine over ID because of it.
Well look at America's Army. Here is a new game that's out now before Epic gets their version of UT2k3 out. That shows some time to market savings of the Unreal style
Also you have other games coming based of the UT2k3 engine (Y project, unreal2, splinter cell and raven sheild for example).
More over, if it made mod development so clean, elegant, and easy to do vs writing a C++ or C mod for Quake engines, why aren't there significantly more awesome mods for Unreal vs Quake? You'd expect hobbyist devs to flock to the best development platform, right?
Well there are
Actually I know of 3 mods for UT that have went professional. Only one is public info and that was Tac Ops. The other two I can not say for now. But the UT community has had more mods/mut developed for it vrs the Q3 base. Not saying that Q3 mods were not as good. There just was not as many which kind of helps to understand why people like Unreal Script. And no I am not talking about one guy releasing 30 mut that do basically the same thing. I am talking about the number of different mod teams out there.
However UT has limits that some mod teams did not want to deal with. 300 world ploys is about the max you can have before frame rates go into the crapper. Then you have to base a lot of your artwork of 256 color textures which is just ugly. Replication is a pain with UT. Ect...
It's a question of where you put your resources. Game players care about visuals and game play, not what language the game was written in. Sweeney spent a significant amount of time trying to write a cool development platform, and not enough time making Unreal the best looking engine.
I talked to Tim about this and he said that was not his goal with UT2k3. Epic has went to considerable length to make UT2k3 more friendly for mod teams and developers and that is very good thing. As a leader of the mod team I have had access to the restricted area of the UDN for some time now. We are not the only ones either. This helps us to understand the changed and hit the ground running. We have been given some hands on training and a chance to talk to Epic staff one on one and in groups on all sorts of issues regarding the new engine. The self life of any product will be very short if you don't support you development community. Sweeny knows this and has taken this support to the next level IMHO and that is a very wise thing to do.
Besides looks arent everything. You have a lot more to worry about. Like AI, how does AI differ in the two? Phyics? Perfromance? Network Play? Lots of other things to consider.
I am sure game developers that have used Quake engines in the past will stay with doom (Raven). I am sure developers that have used Unreal will stay there too (Ion Storm). However its the new people that will be interesting to see where they go. You have 4 new groups already coding on the new Ut2k3 engine so that shows at least a start (again AA, Y Project, Splinter Cell, Raven Sheild)
Unreal2/UT2k3 is going to get blown away by Doom3 engine titles, and even if Doom3 mod development sucks and is drudgery and a pain, Doom3 mods will still be more impressive. Game players won't care that "writing scripts for UT2k3 is cool, and look at all these features of the dev platform". They will simply look at D3's visuals and look at UT2k3 and there will be a huge differential.
I think we've all played the leaked UT2k3 demos, and I've got to say, frankly I am unimpressed.
First of all I think its foolish to say that when you have only played leaked builds that were far from complete. I have had a chance to play something a lot more recent when I was at Epic. Night and day difference. Granted some areas your correct but once again look at the Q3 vrs UT debate. Q3 better engine potential for better visuals. But as it was posted here some people like UTs look. Same will hold for Doom3 UT2k3. Doom3 has an more advanced engine but that does not mean every title done on it will look better.
I think Monolith/LithTech made the same mistake. So much time spend on engine features that they could put on a marketing "check list" for developers, and not enough time spent on improving the core visualization algorithms.
Actually I think the AvP2 had some really neat things based off their engine. Sure it was not the greatest...but better in the past.
BTW my mod has been featured on both the Id Extremities CD and the GOTYE UT CD so I do have some info on the mod scene as well as coding in both games. Not trying to brag just saying a have some knowledge in the subject and I an not trying to be a fan boy and rant