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Voodooextreme has done an interview with Jason Booth from Turbine, makers of Asheron's Call. The questions have been submitted by readers, and here's one of them:
Jason, with the availability of so many rendering engines that can be licensed, why is Turbine choosing to develop its own engine to compliment the Turbine Engine 2.0? What are the benefits as well as pitfalls to this approach from your point of view?
Secondly, Turbine's game worlds (yes, I've gotten a peak at the latest), seem to be so much more "real" then some of your competitors. What about your virtual environments do you think sets them apart and gives them that more immersive feel?
Jason Booth: The main benefit to creating your own rendering engine is control. When you license a graphics engine, it's usually been designed with a certain game in mind. This will bring certain techniques and limitations to the table, which may or may not be suited to your product. Most games do not have the same requirements as an MMP, and thus any engine you can currently license for one will not be as optimal as one you create yourself. However, if the engine is well suited to what you're doing, licensing can be a viable and useful option.
For your second question, I think an attention to detail and consistency is something we're striving for. We're constantly trying to get a more holistic view of what we're doing, as it's very easy to get caught up on small details that don't matter in the larger picture of the game. Our development process is also designed to allow the most flexibility we can afford while maintaining a constant goal; each month we're constantly re-evaluating our next steps, never getting too far ahead of ourselves in our planning, yet sticking to very basic and high level goals which we set out for the world at start. Creating our own graphics engine has also helped in this area, because we know how to use and abuse it much better than we'd know how to use someone else's code. |
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