Randy Smith interview posted at EvilAvatar... - by Jandar
Gestalt on 16/7/2006 at 00:05
I'm pointing out that developing a custom engine doesn't make a game better or more artistic in the way you claimed. If you're going to say that's a mark of quality, you're going to have to grant that same mark of quality to Enter the Matrix. Shiny "created the tech to fit their vision" for that game, too. Creating a custom engine isn't some rare and incredible form of artistic genius, it's a common practice that produces varying results.
Goldmoon Dawn on 16/7/2006 at 00:26
Check it out.
You are talking about any group of people working on stuff. I am only talking about this special group of people known as LGS. Trust you me, I knew beforehand that noone could really touch that group. So you are indeed correct that any group of monkeys could build an engine or buy one and produce similar results.
Goldmoon Dawn on 16/7/2006 at 00:34
Quote Posted by Gestalt
Creating a custom engine isn't some rare and incredible form of artistic genius, it's a common practice that produces varying results.
Way back in the mists of the earliest 90's LGS was building engines. Ya know, back then, it really wasn't all that common.
You are correct again that nowadays, it is more of a common practice.
Gestalt on 16/7/2006 at 00:46
Quote Posted by Goldmoon Dawn
Way back in the mists of the earliest 90's LGS was building engines. Ya know, back then, it really wasn't all that common.
Engine licensing only really became a big deal with the rise of 3d graphics, with iD and Epic leading the pack. Before that it was too much of a niche market to support a business. If anything there were more people building custom engines back then, since the middleware industry hadn't had a chance to mature yet.
If you just want to say that Looking Glass was ahead of its time, there's an amazing number of ways to do that better. What you're doing now is more or less the equivalent of pointing out that they made their own textures, and then going on about how amazing that is. In terms of the studio's accomplishments, I don't think "they coded their own engines" is what most people are going to remember when they look back on the studio.
Goldmoon Dawn on 16/7/2006 at 07:45
I seriously hope that you aren't suggesting that LGS had nothing to do with the 3d movement, as they were one of only a few driving forces behind it!
I also hope that you aren't suggesting that all they did with Underworld and Shock was "create some textures"...
:)
ZylonBane on 16/7/2006 at 15:06
I seriously hope you aren't using "engines" and "3D" synonymously.
Martek on 16/7/2006 at 16:22
Quote Posted by Goldmoon Dawn
I seriously hope that you aren't suggesting that LGS had nothing to do with the 3d movement, as they were one of only a few driving forces behind it!
I also hope that you aren't suggesting that all they did with Underworld and Shock was "create some textures"...
:)
Excuse me for saying so, but all these "points" you bring up seem to be for purpose of baiting others. I'm maybe wrong, but it seems like you're setting up one strawman after another here between your various posts...
Martek
Gestalt on 16/7/2006 at 16:48
Quit being so vapid, Goldmoon.
Pick a point and argue it. You claimed that using an engine developed in-house is what set Looking Glass apart from Ion Storm, and that it was an impressive artistic decision rather than a common industry practice. When I pointed out that <i>both companies (and about half the games industry) used custom engines</i>, you clung to the strange idea that building engines was a unique thing. Then, you retreated into the past and claimed that building their own engines in the early 90s is what made LGS unique, despite the fact that it was even more common for companies to build their own engines back then since engine licensing wouldn't become a viable business for years.
You also claimed that special rules applied to LGS, so that creating a custom engine only added to the artistry of a game when they did it or something. Damned if I know. I doubt you know what you were trying to say either.
<i>I am suggesting that creating a custom engine for a game is about as rare as creating textures for it. I am pointing out that it is an incredibly widespread practice, and has been since the industry's inception</i>.
You also seem to be clinging to the idea that I don't like Looking Glass Studios or something. I love Looking Glass. What I don't like is lazy thinking and poor writing, which is why I'm arguing with you.
Goldmoon Dawn on 16/7/2006 at 17:52
Hey guys?
It's probably because I find it real hard to get upset or argue with a monitor. Some of yous are terribly good at it. I've already gotten as deep as I get, I'm afraid. I am more or less trying to stay on track with Randy, LGS, and even Krypt. I suppose I should keep the Deadly bashing out.
Vigil on 16/7/2006 at 18:00
God THANKYOU Gestalt!
Reading through this thread has made me clench my fists so hard in frustration there's nailmarks in my palm. Thankyou for posting lucidly, consistently and insightfully.
Goldmoon... you got way out of your depth pages ago and you once again sidetracked the discussion onto the only topic you seem to want to talk about. Yes, you should keep the Deadly bashing out.