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Star Citizen and Squadron 42 are using Amazon’s Lumberyard game engine

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Re: Star Citizen and Squadron 42 are using Amazon’s Lumberyard game engine

#111
post #105

Earlier quoted context omitted.

They are too many to name. Check this[1] page for each gen. From gen 2 onwards, you'll be astounded. [1] https://en.m.wikipedia.org/wiki/List_of_Unreal_Engine_games

Look at the top-selling Xbox One games: http://www.vgchartz.com/platform/68/xbox-one/ You have to go down to #31 to find an Unreal Engine game (Batman: Arkham Knight). The only licensed engine game that I know of in the top 30 is Titanfall, which licensed the Source engine from Valve. The situation is similar for the PS4.

#9 Gears of War: Ultimate Edition uses UE FYI

Re: Star Citizen and Squadron 42 are using Amazon’s Lumberyard game engine

#112

Earlier quoted context omitted.

Most successful? Measured in what, money spent? I'm sure other kick-started projects are more successful in that they actually produced a product that resulted in profitability.

Please stop trolling and read my actual post.

I don't see the trolling? How is Star Citizen the most successful crowdfunded game? It's still not released.

Re: Star Citizen and Squadron 42 are using Amazon’s Lumberyard game engine

#113
post #105

Earlier quoted context omitted.

Look at the top-selling Xbox One games: http://www.vgchartz.com/platform/68/xbox-one/ You have to go down to #31 to find an Unreal Engine game (Batman: Arkham Knight). The only licensed engine game that I know of in the top 30 is Titanfall, which licensed the Source engine from Valve. The situation is similar for the PS4.

#9 Gears of War: Ultimate Edition uses UE FYI

So, this is correct and I thank you for the correction. Having said that, I don't think that changes my point much if any -- there's one game in the top 30 sellers that uses Unreal Engine, and it didn't use it as a third-party engine -- Epic developed both UE and Gears of War.

By and large, the developers of AAA games don't license an engine from a third party.

Re: Star Citizen and Squadron 42 are using Amazon’s Lumberyard game engine

#114
post #91

Earlier quoted context omitted.

For AAA games, it's mostly in-house engines. Frostbite for EA games. Call of Duty games use the IW Engine. Bethesda uses either idTech or something geared for their RPGs.

Bethesda's subsidiary id uses idTech. Bethesda Game Studios (Elder Scrolls, Fallout) has used their Gamebryo/Creation engine for about 15 years.

So, as I've noted above, other studios besides id use idTech at Bethesda -- you could argue that MachineGames doing the Wolfenstein games is still an id property, but Tango used it for The Evil Within, too. And I did say "or something geared for their RPGs." I couldn't remember the name Creation Engine when I was posting on my phone at a Christmas gathering.

Re: Star Citizen and Squadron 42 are using Amazon’s Lumberyard game engine

#115

Earlier quoted context omitted.

Please stop trolling and read my actual post.

I don't see the trolling? How is Star Citizen the most successful crowdfunded game? It's still not released.

The point I now made several times is that it's one of the two major projects that turned kickstarter into a popular platform. It was extremely successful at the time it was released and while projects have since outranked SC in most spend on Kickstarter, it's still one of the most successful crowdfunding campaigns of all time by any financial measure.

As for "not released", they've released a lot more than other projects have. Colossal failures such as Everquest Next have absolutely nothing to show for it - if SC stops development tomorrow (which is unlikely), they have in fact released an early stage game and a ton of near-game content.

Re: Star Citizen and Squadron 42 are using Amazon’s Lumberyard game engine

#116
post #40

After getting my refund, I've been watching the SC narrative unfold from the sidelines with interest. There's enough things that've gone awry in this project to write a book about (and I guess if you were to collect all of Derek Smart's writings, that's what you'd have). For me, the main deal breakers and why I got out were that I felt substantively bait-and-switched when you compare the current "game" to what was or…

While I'm sensitive to people who gave money to this project, I have to ask: If Chris Roberts, with his name and reputation in the games industry, were still capable of making quality games, wouldn't he have been able to find a publisher to fund Star Citizen instead of having to beg thousands of his fans? My attitude towards crowdfunding is to never contribute. If the product's successful, I can just buy it off-the-s…

He could have rushed out an uninspiring space simulation game and made a lot of money. Star Citizen is an attempt to raise the bar and advance the state of the art. This alternative development methodology is a part of that.

Re: Star Citizen and Squadron 42 are using Amazon’s Lumberyard game engine

#117
post #40

After getting my refund, I've been watching the SC narrative unfold from the sidelines with interest. There's enough things that've gone awry in this project to write a book about (and I guess if you were to collect all of Derek Smart's writings, that's what you'd have). For me, the main deal breakers and why I got out were that I felt substantively bait-and-switched when you compare the current "game" to what was or…

Derek Smart has basically put himself back in the public consciousness on his Star Citizen ranting alone. It's hard to take him entirely seriously, because of how solely reliant on CIG for attention he presently is, and it seems like he's never gotten along with Chris Roberts either. He's fun to read for an alternative perspective, I suppose. I feel like with 2.6 we're finally starting to see the vision, this is kind…

Yeah, people complaining or nitpicking clearly haven't played the alpha yet. It is going according to plan. I am an original KS backer from November of 2012, and have since dumped a couple thousand into development, and I'm happy with the way things are going. I, as then, trust Chris Roberts to make his magnum opus, and I know I'll enjoy playing it.

Re: Star Citizen and Squadron 42 are using Amazon’s Lumberyard game engine

#118

Earlier quoted context omitted.

I agree it's beneficial but not for the reasons you think: it's turning thousands of people away from the ill-conceived crowd-funding model of game development. BTW it has roughly about $140 MILLION of "all the love it can get". Does it really need any more than that? It has enough. That's well more than Skyrim's budget. > They're the reason Kickstarter got so popular in the gaming industry: everybody wants to be the…

> it's more likely people in the know are rejecting the crowd-funding model due to Star Citizen, not signing up for it. And your source for that nonsensical statement is? Star Citizen is the most successful crowdfunded project to date and second most successful kickstarter project at the time of its completion (after Oculus Rift). The two successes together that year were what made Kickstarter famous and turned it fr…

How can a game that's something like 3 years behind schedule be considered "successful"? Even Half-Life 2 only added one year to their development time. I think your definition of the word "successful" is quite different from the popular one. The only thing Star Citizen is successful at is suckering people into paying for nothing.

Ok; so the number I gave isn't Star Citizen's budget. What is? Reminder: Skyrim had a total budget of $90 million, was released on time, and also managed to hire some kick-ass voice talent to-boot. I highly doubt Bethesda had an additional, what, $50 million in operational costs separate from the Skyrim development costs.

Re: Star Citizen and Squadron 42 are using Amazon’s Lumberyard game engine

#119
post #114

Earlier quoted context omitted.

Bethesda's subsidiary id uses idTech. Bethesda Game Studios (Elder Scrolls, Fallout) has used their Gamebryo/Creation engine for about 15 years.

So, as I've noted above, other studios besides id use idTech at Bethesda -- you could argue that MachineGames doing the Wolfenstein games is still an id property, but Tango used it for The Evil Within, too. And I did say "or something geared for their RPGs." I couldn't remember the name Creation Engine when I was posting on my phone at a Christmas gathering.

MachineGames and Tango are owned by ZeniMax[0], the Bethesda parent company. I faintly remember someone (Carmack, maybe?) mentioning that idTech5 would only be licensed to studios within ZeniMax.[1] Of course, anyone can use idTech up to 4, since those are open source, and were licensed out.

[0] https://www.zenimax.com/studios

[1] http://www.gamasutra.com/view/news/29886/id_Tech_5_Rage_Engi...

Re: Star Citizen and Squadron 42 are using Amazon’s Lumberyard game engine

#120
post #114

Earlier quoted context omitted.

So, as I've noted above, other studios besides id use idTech at Bethesda -- you could argue that MachineGames doing the Wolfenstein games is still an id property, but Tango used it for The Evil Within, too. And I did say "or something geared for their RPGs." I couldn't remember the name Creation Engine when I was posting on my phone at a Christmas gathering.

MachineGames and Tango are owned by ZeniMax[0], the Bethesda parent company. I faintly remember someone (Carmack, maybe?) mentioning that idTech5 would only be licensed to studios within ZeniMax.[1] Of course, anyone can use idTech up to 4, since those are open source, and were licensed out. [0] https://www.zenimax.com/studios [1] http://www.gamasutra.com/view/news/29886/id_Tech_5_Rage_Engi...

Yes, MachineGames and Tango are owned by ZeniMax. They are published by Bethesda Softworks, the parent company of Bethesda Game Studios and a ZeniMax subsidiary. I don't really understand the point of this faux pedantry, seeing as there is a meaning of Bethesda that fits my post.
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