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In lugnet.castle, Tony A. Rowe writes:
> In lugnet.castle, Bruce Schlickbernd writes:
> > 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.
>
> Castle Wolfenstein was created by Silas S. Warner in 1981 for Muse Software.
> Muse later created Beyond Castle Wolfenstein in 1984.
Ahhhh, my brain kept trying to come up with something starting with an S and I
kept drawing blanks on the company name. Going down the wrong path.
> > 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.
>
> Actually, the licensing of engines is very common! Why make it easier for
> someone to compete with your product? For the big wad of money you get in
> return! The Quake 2 engine has been used for Kingpin, Daikatana, and some
> little game called Half Life. Countless developers have signed up to use the
> Quake 3 engine. The Unreal engine alone has been licensed for use with Duke
> Nukem Forever, Deus Ex, The Wheel of Time, Klingon Honor Guard, X-Com Alliance,
> Werewolf the Apocalypse, TNN Outdoors Pro Hunter, Navy Seals, a sequel to Abe's
> Oddworld, Hired Guns, Star Trek: Deep Space Nine, and Aeon Flux! Those are
> just the ones that have been publicly announced (I know for a fact that there
> are more).
I stand corrected - for one particular product, it would seem. :-)
But then, I haven't paid as close attention the last few years, so things may
well have changed.
>
> > > 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.
>
> Truer words were never said, but it's a wonderful feeling when your work comes
> together and you wind up with something that is truly fun to play and
> enjoyable.
>
> Tony
Enjoy it while you can - while people are still playing Monopoly, computer
games are like sand castles, they get washed away with the tides of time and
technology very quickly. :-(
Thanks for the comments and corrections!
Bruce
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