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I first started playing games of computers some years ago. I have had several of the old favourites, such as an Amstrad CPC 464 64k Green screen, and a Commodore Amiga 512. There were thousands of unique and similar games for all of these computers. Developers struggled to think of new ideas. Coupled with the lack of knowledge about computer technology, and its lack of power, this made things very hard. From this came many classics, some of which have been recreated, in a better form, or some just slump, crediting success to the limitations of the inferior hardware and software.
Hardware and software developed into the first real PC, the 286,386 and 486 ranges of personal computers. Software developed along with it, creating a yet more some array of games, and now, applications. This era is probably where the PC took its form, and made a name for its self, as a diverse machine. Unlike the Amiga, or Archimedes, literally non expandable machines.
Now the software companies must have been thinking around this time about a generic platform for developing. They did start to appear, and had also been around in the sense of programming languages. A platform that could be used for many purposes, a multi - purpose platform. This would send a board of directors potty with dollar signs in their eyes, as any number of similar applications or games could be developed from this and sold, at full price.
Fair enough, it is hard work, especially around the beginning. A new concept, with a new technology, but after all the hard work, a company could punch out 10 titles, based on one game, all at full price. I am thinking of what I would call the Star bucks syndrome.
"Really just all coffee, in smaller cups, and less water"
Correct me if I am wrong, but Half Life 2, took 6 years to develop. In about 2 months, they will release a full price "Add-On". This is in reality, the end of the game, I assume, and yet it will cost some person all their pocket money, to buy. Take the amazing Unreal engine. Powered a lot of cool games, and still in use in the very latest, Brothers In Arms. It is starting to feel old. Don't get me wrong, an excellent game, which I am enjoying greatly.
It appears there is a lot less development in this field. All the main work is left to the big guns, who have the cash, and then all the little firms, port an idea across and create a game, again at full price. Software companies can sit back and rake in the cash, whether small or large companies. They feed each other.
On the other hand, there is a little something else. In this world, it appears that ideas mean nothing without money. Real genius is passed by in favour of, glam, or the best advertised. Using the system that these companies are using, smaller, less know companies with new and/or great ideas, can get a foot in the door, without spending millions on an "Engine". Plus, and I hate saying this, they get more variety from the same game.
I suppose to be fair, any game developed using an off the shelf engine, should be sold, with a lower MRP/RRP than new engine games. They would find a way round, but at least there is something to protect pocket money. After all, there are millions of Quake III, Unreal and Half Life maps and add ons, not even mentioning Far Cry and Half Life 2, which are all free. These are usually developed by people for fun, for them selves, or through their genius, overlooked due to lack of funding.
My point? In 5 years time, we may have 1 engine, and 1000 games. This would be bad. OR in 5 years time, we may have 1000 engines, and 1000 bad, buggy games. It is impossible to say. All I can say is, watch out for these companies making money from the 20th port of their engine, and decide if the software "Engine" is the Help or Hindrance of your latest purchase.
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