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In lugnet.castle, Scott P. Costello writes:
> The way this works is a creative company invents a gaming engine and several
> others copy it. Classic example Wolfenstein/Doom invented by Idg.
Wolfenstein was created by....ummmmm....dang....that was so long ago even I
forget. I mean the ORIGINAL Castle Wolfenstein (Apple ][). Top down
graphics, not first person. But yes, the engine by IDG has been copied many
times.
These guys
> invented the 3D shooter engine that was copied by many others. Once software
> engine is created, it is simple to adjust the graphics, maps and weapons to
> suit your theme. The same is true with Warcraft. Blizzard invented the
> engine (technically Dune invented it, Blizzard just perfected it), and many
> others copied it (command and conquer, Age of Empires, etc.).
Command & Conquer was by the people who created Dune, they just sanded off the
serial numbers to avoid royalties. :-)
So for TLG to
> produce the game would require the expense of licencing the engine, and the
> work to adjust the game specifics (graphics, characters, maps, etc.)
Licensing of engines is extremely rare - why make it easier for someone to
compete with your product? It was usually done to in the past simply to avoid
lawsuits on similiar products.
>
> I know this is a very simple explanation for a very involved process but my
> point is that this would be easier than you might think.
Idunno, I've worked on a lot of computer games in my time - nothing is ever
easy.
>
> Scott
>
> In lugnet.castle, Pearson Castner writes:
> > You could just make a war2 TC like they did with myth... Its not hard at all.
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