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Editorial For: Tuesday, June 16

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Duke Gets a Dose of Reality:

Duke Forever Now to Use Unreal Technology

Last night, 3D Realms Entertainment made what some have termed a shocking announcement: Duke Nukem Forever will be switching from using the Quake technology to the Unreal engine, effective immediately. Obviously the decision to change the entire technological base for a game is not an easy one, especially considering the fact that 3D Realms signed a deal with id Software over a year ago to license the Quake technology for Duke Forever. However, suggesting that DNF has been in development for over a year is somewhat misleading – With the release of Quake 2, developers were handed that code in January and many found that the conversion from the original Quake engine to the sequel engine was anything but easy to do. Therefore, when 3D Realms presented Duke Forever at E3, they cautioned that it was only the product of "about four months of work."

The demo presented at E3 was breathtaking, and in many ways defied what most individuals thought was possible with the Quake engine. However, 3D Realms admitted that working with the Quake technology was somewhat restrictive and as such they had to spend valuable time re-writing parts of the game engine to fit their needs.

After E3, 3D Realms’ President George Broussard realized that the Unreal technology was probably going to be a better choice for the game. In many ways, DNF was one of the few Quake licensed games that really had the potential to switch engines before release. (Other triple-A games such as Half-Life and Sin were much too far along in development to make a switch in technology feasible, providing they even wanted to change). As Broussard explained to me, "We simply felt Unreal was a better fit for us at the moment, and for what we wanted to do. Also, the ship date was a factor as we are now going beyond 1998 with Duke Forever’s release. All these things factored into the decision."

One thing to note is that 3D Realms’ decision is one most developers couldn’t make, largely due to financial considerations. When 3D Realms initially licensed the Quake technology from id, they put up what some sources have suggested was a figure in excess of half a million dollars as a 'pay or play' payment for the engine. Broussard refused to comment on the parameters of their deal with id. It’s unclear whether their decision to use the Unreal technology will yield some sort of "refund" from id or whether 3D Realms has to eat that large cost as simply part of the budget for the game. Without question, the decision 3D Realms made was not an easy one, nor an inexpensive one.  Was it the best decision for the game?   Probably.

But why pick Unreal over Quake? "They are both solid engines," comments Mark Rein, VP of Epic MegaGames. "However, I think this deal shows the importance of a good toolset. Unreal allows developers to create their game very efficiently because of features such as the Unreal Editor and UnrealScript. As Duke Nukem would say, anyone who’s interested in the technology should ‘Come get some!’"

Is the decision to move to the Unreal technology a surprise? Not really to those who have closely followed the development of Duke Forever. Without question, 3D Realms had run into some hitches developing with the Quake technology, and when the finished version on Unreal technology presented itself alongside the tools to create a game, the writing was on the wall.  For 3D Realms, they can afford to eat costs in the short run in order to create a more compelling experience for gamers in the long term.

For gamers who are wondering why the developers would switch after such an incredible demo at E3, you have to remember that what was shown last month in Atlanta was only a fraction of the entire game experience. Broussard is quick to mention that all the art and models for the game won’t be lost and will be converted over to the Unreal technology within weeks. So, will all the amazing effects shown in the E3 demo be in the Unreal version of the game? "Yes, absolutely!" promises Broussard. "Our first goal is to get back to where we were at E3, and move forward from there. People need not fear that all the cool stuff they saw in the E3 video is going away, getting trashed or lost. It will all be there."

With a new target of a post-1998 release date, Duke Forever may be taking a bit longer to develop than originally projected, but Unreal is a testament to the fact that the best games don’t always make their initial release projections. No doubt it will be an interesting year in 1999 when most of the Unreal licensed games start to trickle out. By this time next year will developers be regretting using Unreal and looking to Quake 3 technology or another engine as the next big thing? Only time will tell.  However, based on the sheer number of Unreal engine deals already signed -- from Microprose's hot new X-Com game to Legend's Wheel of Time -- it looks like the technology is here to stay for at least a few years.

I'll be back tomorrow with another editorial! If you have a suggestion for a future topic, please drop me a line!

Geoff Keighley
Editor-in-Chief
GameSlice

Feedback on this editorial or a suggestion for a future topic?  E-mail: feedback@gameslice.com

 

 


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