Guess the game engine contest!


Pathfinder Online

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Goblin Squad Member

Just for fun and the winner gets nothing.

My guess will be- Big Worlds Technology

Goblin Squad Member

I'll take a wild guess and say they'll use Eve's engine, or a modified engine from CCP.


I agree with Nihimon, there's a good chance Pathfinder Online will use Eve's Ambulation Trinity engine, just to cut out all that middleman of handling stuff in realtime even when disconnected.


Another +1 to Nihimon. If you have an engine in-house there is no reason to add the monstrous hassle of dealing with the licensing of another entity's graphic's engine. OR to put it more simply. There's no reason to bring sand to the beach :)

Goblin Squad Member

Herbo wrote:
Another +1 to Nihimon. If you have an engine in-house there is no reason to add the monstrous hassle of dealing with the licensing of another entity's graphic's engine. OR to put it more simply. There's no reason to bring sand to the beach :)

Well I don't think that Eve's engine can be considered "In house". While I'm not 100% sure who owns the rights to it, I'm pretty sure it isn't owned by Ryan. Now he does most likely personally know whoever is in charge of it, He is a former CCP executive, which gives him pull, but that is a long shot from calling it "In house". That dosn't make it a bad or good idea, but it isn't necessarally much easier then licensing middleware from other companies.

Also I'm not really certain how good eve's engine would be for pathfinder. While it's true, the skill leveling etc... is going to be similar to eve. I would imagine the difference in the physics engines would be rather significantly different when comparing air/space vs a ground/land focused game. I could be way off, but logically physics is far more work to retune then an offline skill system.

Goblin Squad Member

So what's your guess Onishi?

Goblin Squad Member

I'm going to guess Big Worlds Technology like black, maybe Hero Engine if Big Worlds cost to much to license.

Goblin Squad Member

Quake 3

Sczarni Goblin Squad Member

1 person marked this as a favorite.

DikuMUD.

Goblin Squad Member

Trinite wrote:
DikuMUD.

LOL!

Goblinworks Executive Founder

The devestation engine.

The Exchange Goblinworks Executive Founder

1 person marked this as a favorite.

A hemi V-10 twin turbo super diesel

Liberty's Edge Goblin Squad Member

Havok because all the cool kids are doing it. :D

Paizo Employee Chief Technical Officer

Herbo wrote:
Another +1 to Nihimon. If you have an engine in-house there is no reason to add the monstrous hassle of dealing with the licensing of another entity's graphic's engine. OR to put it more simply. There's no reason to bring sand to the beach :)

CCP Games has nothing to do with Goblinworks, other than being the former employer of at least two team members.


I'm hoping they use something really powerful like the Unreal Engine. Saw a trailer for another upcoming F2P sandbox today on Unreal 3 and it blew my mind.

http://www.youtube.com/watch?v=jT40EhYgy-g

Goblin Squad Member

No chance we'd use CCPs tech. It's not middleware.


Well whatever engine you do decide to use, you may want to think about using one that allows a broad selection of computers access to the game. I mean unless you do not mind going free to play after the first month and then closing the servers in under a year.

The key to a successful MMO is a large, loyal player base, as Pathfinder does indeed have, however a player base is only as large as the people who can actually run the game.

Goblin Squad Member

Vazok Goregrin wrote:

Well whatever engine you do decide to use, you may want to think about using one that allows a broad selection of computers access to the game. I mean unless you do not mind going free to play after the first month and then closing the servers in under a year.

The key to a successful MMO is a large, loyal player base, as Pathfinder does indeed have, however a player base is only as large as the people who can actually run the game.

It sounds like the game is going to start FTP but you'll need to buy skill training time.

Anyway I'm sure they have taken the fact people will need to run their game into consideration, and that ultimately their decision will be guided by what fits the needs of what they want to create the best, while allowing the vast majority of their playerbase to enjoy the best performance possible.

Goblin Squad Member

Ryan Dancey wrote:
No chance we'd use CCPs tech. It's not middleware.

I lose :(

Goblin Squad Member

Still no announcement on this? Any hints when that might be?

Goblin Squad Member

I was half-expecting an announcement on the 4/25 blog, because that was 3 blogs after the one where they said they'd be making announcements in "the next few blogs". However, I realize "few" doesn't always mean three.

If they go another 4 blogs without saying anything, I'll start to worry.

Goblin Squad Member

We have a deal in place. It's trickier than normal and requires more legal work than normal. Better to be done completely before we announce than announce and then have to retract if something goes sideways at the last minute.

RyanD

Goblin Squad Member

I figured it was something like that.

Don't rush on my account :)

Goblin Squad Member

Well when it's announced for sure, if anyone was correct they will be entitled to internet high fives.

Goblin Squad Member

Just happened acrossed CCP's "World of Darkness". If we get graphics with the same quality of tenselation <or how ever you spell it> I will be happy. Seeing the new DirectX and vid cards in action are just awesome looking. Or maybe thats because I am used to WoW and Rift.

Goblinworks Founder

I say they'll use Donkey Kong Engine *nod* Side Scrolling MMO is where it's at.


LOL. Jumping barrels to level up, and everything? They might need to remove those hammers, though, they were a little bit overpowered.

Goblin Squad Member

I'm going to add a guess for an engine from Turbine.

With a very, very dark horse candidate of Vanguard's engine.

Silver Crusade Goblin Squad Member

The Little Engine that Could

Goblin Squad Member

The Minecraft engine!


I believe it's been stated that they plan on licencing different components from different licensors...
Is there any chance that some of those licences are already done, and thus can be announced NOW,
even if some of the other components' licences are still being worked over by the lawyers?

Goblin Squad Member

Quandary wrote:
I believe it's been stated that they plan on licencing different components from different licensors...

I don't remember ever reading anything to suggest that. Any idea where you got that impression?

In fact, from a recent post debunking the idea of using the Cryengine:

Ryan Dancey wrote:
Cryengine is a client-side rendering system and media management system (I.e audio, etc). It isn't a back-end system for managing hundreds of thousands of state-dependent variables in near-realtime, or a billing system, or a customer service/GM system, or a transaction processing engine, etc., etc., etc.

That makes it sound to me like they're looking for an engine that does all of those things, etc., etc., etc...


It is almost a must to have different engines handle the various elements of game building and operating post production.

Account/billing/mtx management.
Server systems and database.
Graphics
World building/populating
And smaller more defined elements such as hit/collision detection.

I don't know of any one engine that can handle it all, or do everything "best". Although admittedly I haven't been keeping up on some of them as much as I have in the past. Each will bring something new to the table and may add to the larger picture, what another one alone couldn't. It will, as usual, come down to cost effective. Or, Can they get the desired affect without being "best in class" at whatever it is they are looking at.

The most critical will be graphics and world building, esp in a sandbox style changing landscape. Both for obvious reasons.

My guesses for those 2 area's are UR4(one can hope anyway,) and Big world.

Goblin Squad Member

The Forgelight engine? ;-)

Goblin Squad Member

Did anyone else notice the artists, CD's were from Dominus, which was a cool looking mmo but stopped development recently. It was being developed using the Hero engine. I guess those guys got some great experience with it being a plus if PfO is also licensing it?

Goblin Squad Member

Marou_ wrote:

I'm hoping they use something really powerful like the Unreal Engine. Saw a trailer for another upcoming F2P sandbox today on Unreal 3 and it blew my mind.

http://www.youtube.com/watch?v=jT40EhYgy-g

This. I'm hoping for Unreal too.

Goblin Squad Member

Alot of MMO's and other games go with the Unreal 3 engine, speed tree and a few other things thrown in. Though the Unreal 4 engine is supposed to be released this year. They gave a demo of it at the 2012 GDC.
Here's the demo:
http://www.youtube.com/watch?v=MOvfn1p92_8

Goblin Squad Member

We are not using Unreal.

And no commercially successful MMO is using Unreal.

Goblin Squad Member

Fair enough, and a true statement ;)
Are you guys going to share which middleware solution that you've chosen?

Goblin Squad Member

We talked about our Middleware plans in the Blog "Kickstarter Aftermath"

Goblinworks Founder

Pannath wrote:

Fair enough, and a true statement ;)

Are you guys going to share which middleware solution that you've chosen?

Of course they are. But I think they will choose the time to do so not based on outsiders' opinions when they should do that. Just saying.

EDIT Ninjaed, badly

Goblin Squad Member

For those who don't read Ryan's link, the plan is to announce the Middleware when they have the Tech Demo complete so that they can show everyone what they're going to be doing with the engine at the same time (or slightly before?) they announce it. The reason being that they didn't want people's preconceptions about the middleware to color their expectations about what PFO will look like.

Goblin Squad Member

I pick frostbite 2 engine!

Goblin Squad Member

Just saw this video on the Source Filmmaker (WARNING: Video Auto-Plays) from Steam and think this might be a natural fit for PFO, since Steam is trying to position itself as a service company managing most of the things Ryan has stated he'd rather Goblinworks not have to worry about (Billing, etc.).

Seeing that video, it would also make perfect sense why GW is interested in developing their own artwork inside the engine before announcing it, since the artwork in the video is most definitely on the cheesy/cartoony end of the spectrum.

Goblin Squad Member

@Nihimon: Did not realize it could handle mmorpgs:

Wiki: "Source was created to power first-person shooters, but has also been used professionally to create role-playing, side-scroller, puzzle, MMORPG, top-down shooter and real-time strategy games."

Apparently Vindictus uses it. But SOURCE: "Robust networking and multiplayer features include support up to 32-player LAN and Internet games, an integrated server browser, and voice and text messaging."

So I assume the numbers are limited if using this engine, then?

Well, of further interest, Big Worlds was licenced by Copernicus and Dominus was using Hero... and both are no more! The mmorpg path is littered with the bodies of the fallen it seems. :O

---

Also, I was looking at Shadowrun Online, and this proto demo shows a perspective I like the look of (personally), of interest either way:

Shadowrun Online prototype in-game footage

Goblin Squad Member

That 32-player limit would be a deal-breaker I'm sure...

Goblinworks Executive Founder

The 32 player limit looks exactly like a software setting to keep server loads reasonable. Running a beefier server with different settings should be sufficient.

Using Steam to handle billing and distribution appears to be a good idea- if it isn't the final resolution, it's my favorite theory for the idea that fell through.

Goblin Squad Member

No commercially successful MMO is using Source as the engine for an MMO, and neither will we.

Like many similar solutions it's just a client-side engine. The server-side is half the battle.

Goblin Squad Member

Interesting that there was no direct refutation of my Turbine guess :)

Goblin Squad Member

I didn't even see it, but as far as I know, Turbine isn't licensing its software to any 3rd party.

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