<div id="post_message_575299"> Quote:
Originally Posted by Eomer
I think a lot of the problems with this whole "it runs on Unreal!" discussion stem from a fundamental misunderstanding of just what licensing a game engine entails. It's not like SGO call up Epic, get a copy of the game engine, and happily plunk in their own graphics, world geometry, and animations and voila the game's done. Even for an FPS, I'd imagine there's still a lot of work involved tailoring a licensed game engine to your game design's requirements. It's not a "turn-key" solution. When your game is a MMOG, that work would exponentially increase.
Think of the Unreal engine (or any other licensed engine) as basically a starting code base that's not much more than a jumping off point. I'd be willing to bet that once VG hits release, the vast majority of the code will be SGO's work.
Subsequently, it's up to SGO to get the game's performance up to par, and it's pointless to draw any comparisons to other Unreal games. If it runs like shit or looks like shit, and I'm not saying it does, it's largely SGO's fault. On the other hand, if it runs awesome, credit would be due to SGO in that case as well.
Quite true. It is cool, however, that our Dir of Tech Ryan Elam is old friends with Tim Sweeney and talk all of the time and share ideas. Tim's excited to see his engine used in such an ambitious way and this relationship is one of the several key reasons we went with the Unreal engine (also it's great speed and great tools).
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