True, IE never managed to have loading times as long as many Unity games do. Nor can it compete on unnecessarily high system requirements.There are better engines. Unity can do everything IE did plus a lot more
Which ones are those?and more programmers know how to use it.
It's not Unity's fault if the games made with it are poorly optimized. It's entirely possible to make Unity games that run well. I guess I have to say this on RPG Codex of all places, but modern devs are bad at their jobs. That doesn't mean they should adopt a severely obsolete engine that they've never worked on and that doesn't feature a language they're familiar with (C# in Unity's case).True, IE never managed to have loading times as long as many Unity games do. Nor can it compete on unnecessarily high system requirements.There are better engines. Unity can do everything IE did plus a lot more
Which ones are those?and more programmers know how to use it.
Because Infinity Engine is a mess that hasn't ever been refactored.
I'm curious which ones you think those are? Are you just talking about post processing effects fancy lighting etc. or is there actually anything that you think improves the gameplay that couldn't be added to IE when targeting the same hardware that Pillars runs on? Sure, pretty graphics can be nice but when you need to wait ages entering/exiting tiny buildings then someone made a bad tradeoff.One can love or hate them but the unity engine produced amazing locations in the Pillars games that far outclass anything the Infinity Engine can do.
It absolutely is Unity's fault when almost every Unity game is poorly optimized. It's not even that Unity is particularly bad at what it does (but it isn't great either) but that it's a general purpose 3D engine and building something on top of that is always going to be penalized by that additional abstraction layer compared to a purpose-built engine. For simple enough games you might not notice that inefficiency because hardware has gotten so much faster but often enough it is very much noticeable to the point where it impacts the game experience. Also, someone only comfortable in C# is probably the last person you'd want to make an efficient engine.It's not Unity's fault if the games made with it are poorly optimized. It's entirely possible to make Unity games that run well. I guess I have to say this on RPG Codex of all places, but modern devs are bad at their jobs. That doesn't mean they should adopt a severely obsolete engine that they've never worked on and that doesn't feature a language they're familiar with (C# in Unity's case).
I'm getting the impression people ITT have no clue what engines are, and think "Well my fav game was built on IE/Build/Dark, so that must be the best engine."
As far as I can recall, a lot of the shit in the Infinity Engine was hard coded. It isn't really scalable to modern systems or games like not-shit engines are.
Also, Baldur's Gate sucks asshole, but not in a good way. I'm saddened by the version of the Codex that sucks the dick of that shit game. Aurora Engine reached it's peak with The Witcher, before all of the decent developers fled CD Project.
What games do you think were better?
Not sure if I've asked you this before, I typically ask anyone who hates BG what games they preferred. I actually prefer TB combat and understand that there are legitimate criticisms of BG but still see it as a must play for fans of crpgs.
BG2 is as much a must play for fans of CRPG as Dragon Age: Origins. I think both games are about the same level. For every reason you can say about why DA:O sucks you can give one for BG2. If you call BG2 a must play I will ask you why a new CRPG player should experience it before DA:O.
True must play to me is something like Planescape Torment which is objectively both shit and a classic that gives an awesome experience you cannot get from another CRPG.
ATOM RPG and Trudograd are fast, snappy and work well, and they are made in Unity.I'm curious which ones you think those are? Are you just talking about post processing effects fancy lighting etc. or is there actually anything that you think improves the gameplay that couldn't be added to IE when targeting the same hardware that Pillars runs on? Sure, pretty graphics can be nice but when you need to wait ages entering/exiting tiny buildings then someone made a bad tradeoff.One can love or hate them but the unity engine produced amazing locations in the Pillars games that far outclass anything the Infinity Engine can do.
It absolutely is Unity's fault when almost every Unity game is poorly optimized. It's not even that Unity is particularly bad at what it does (but it isn't great either) but that it's a general purpose 3D engine and building something on top of that is always going to be penalized by that additional abstraction layer compared to a purpose-built engine. For simple enough games you might not notice that inefficiency because hardware has gotten so much faster but often enough it is very much noticeable to the point where it impacts the game experience. Also, someone only comfortable in C# is probably the last person you'd want to make an efficient engine.It's not Unity's fault if the games made with it are poorly optimized. It's entirely possible to make Unity games that run well. I guess I have to say this on RPG Codex of all places, but modern devs are bad at their jobs. That doesn't mean they should adopt a severely obsolete engine that they've never worked on and that doesn't feature a language they're familiar with (C# in Unity's case).
I'm getting the impression people ITT have no clue what engines are, and think "Well my fav game was built on IE/Build/Dark, so that must be the best engine."
Perhaps you could name one of these mythical well-optimized Unity games?
Unity is popular for the same reason Electron is popular for non-game applications (hey, they too like to cite language familiarity) - because it makes it easy for mediocre developers to cobble together barely acceptable applications and most people will just accept the shitty performance. It's optimized for low production cost not for making the best product possible.
In a time period of +-5 years, i.e. from 1993 through 2003, to your list could be added Dark Sun: Shattered Lands (1993) and its sequel Wake of the Ravager (1994), arguably the Gold Box engine's Unlimited Adventures: Fantasy Construction Kit (1993) though it isn't a proper game, UU II: The Labyrinth of Worlds (1993), Perihelion (1993), Hired Guns (1993), Liberation: Captive II (1994), Might & Magic: World of Xeen (1994), Faery Tale Adventure II: Halls of the Dead (1997), Morrowind (2002), Temple of Elemental Evil (2003), among others.Better than Baldur's Gate? I wouldn't even consider myself a hater, but I have a long list. This is probably my all time list from about a decade around that game:
Ultima 7, Darklands, Betrayal at Krondor, Daggerfall, Fallout, Fallout 2, Planescape: Torment (somehow an IE game!), Arcanum.
I've played through Baldur's Gate several times and don't hate it, but it's far from the gaming pinnacle.
edit: Meant to include Divine Divinity before Arcanum.
I would actually be happy if they used AD&D 1st or 2nd edition rules and I bet there are a lot of other people who would agree. It is certainly better than 5th edition, and I think I prefer it over 3 or 3.5 as well which is just over bloated crap now.I'm quite sure you don't have to use the AD&D 2nd Ed rules in an Infinity Engine game. It shouldn't be too difficult to use other rulesets.Forgotten Realms Farttown Evenings a new infinity engine game - stuck with D&D 2 rules, isn't going to sell regardless of quality.
There was a project to port ID2 into ToEE engine. It's closest mechanically (D&D 3 -> 3,5). It may have been abandonned though.I look forward to the Infinity Engine games being remade in the style of the original BG3, with 3D graphics, first-person perspective, and turn-based combat.
Someone oughtta port IE games to Temple of Elemental Evil engine. I mean, both are essentially about walking over large jpegs in isometry, so... shouldn't be terribly hard?
As far as I can recall, a lot of the shit in the Infinity Engine was hard coded. It isn't really scalable to modern systems or games like not-shit engines are.
Also, Baldur's Gate sucks asshole, but not in a good way. I'm saddened by the version of the Codex that sucks the dick of that shit game. Aurora Engine reached it's peak with The Witcher, before all of the decent developers fled CD Project.
What games do you think were better?
Not sure if I've asked you this before, I typically ask anyone who hates BG what games they preferred. I actually prefer TB combat and understand that there are legitimate criticisms of BG but still see it as a must play for fans of crpgs.
BG2 is as much a must play for fans of CRPG as Dragon Age: Origins. I think both games are about the same level. For every reason you can say about why DA:O sucks you can give one for BG2. If you call BG2 a must play I will ask you why a new CRPG player should experience it before DA:O.
True must play to me is something like Planescape Torment which is objectively both shit and a classic that gives an awesome experience you cannot get from another CRPG.
Always meant to play DAO, never have so I can't comment on that.
BG games had a good mix of what should be in a crpg imo and were very enjoyable. I admit I'm biased and also I really enjoy dnd crpg combat so maybe I hold the games in a higher regard than I should.
I played it until I went through about 2 or 3 battles and they were so bad I just quit. The way the RTwP works is so weird, you don't really feel in control of your characters somehow, I hated the game and I really wanted to like it because I played it years after it came out in the middle of the RPG decline and was desperate for something to play.Dragon Age Origins is a pathetic bore I quit halfway through
someone was doing that with Icewind dale into Temple of Elemental Evil Engine awhile ago, a Codexer even I think, but believe it was too much work and they eventually quit...I look forward to the Infinity Engine games being remade in the style of the original BG3, with 3D graphics, first-person perspective, and turn-based combat.
Someone oughtta port IE games to Temple of Elemental Evil engine. I mean, both are essentially about walking over large jpegs in isometry, so... shouldn't be terribly hard?
Really enjoyed kingmaker but got around 70 hrs in and took a break due to the kingdom management. I'd say they used bg2 as a blueprint for that game and I wasn't a huge fan of the writing but did enjoy the game overall.As far as I can recall, a lot of the shit in the Infinity Engine was hard coded. It isn't really scalable to modern systems or games like not-shit engines are.
Also, Baldur's Gate sucks asshole, but not in a good way. I'm saddened by the version of the Codex that sucks the dick of that shit game. Aurora Engine reached it's peak with The Witcher, before all of the decent developers fled CD Project.
What games do you think were better?
Not sure if I've asked you this before, I typically ask anyone who hates BG what games they preferred. I actually prefer TB combat and understand that there are legitimate criticisms of BG but still see it as a must play for fans of crpgs.
BG2 is as much a must play for fans of CRPG as Dragon Age: Origins. I think both games are about the same level. For every reason you can say about why DA:O sucks you can give one for BG2. If you call BG2 a must play I will ask you why a new CRPG player should experience it before DA:O.
True must play to me is something like Planescape Torment which is objectively both shit and a classic that gives an awesome experience you cannot get from another CRPG.
Always meant to play DAO, never have so I can't comment on that.
BG games had a good mix of what should be in a crpg imo and were very enjoyable. I admit I'm biased and also I really enjoy dnd crpg combat so maybe I hold the games in a higher regard than I should.
I would argue in that case you probably will love both the Owlcat Pathfinder games more than BG2. As far as writing goes BG2 is probably better but the Pathfinder games have better combat and Pathfinder 1e is a way better system than D&D 2.5 (which is what BG2 basically is).
New D&D products have to use the then-current D&D edition. Adventure Y first started as a standalone project until Hasbro reminded them of the business rules. Dragonspear made literally no waves anywhere when it was demoted to a DLC for a game that wasn't like a real hit. The EEs didn't brought new people to these games, or at least not in the numbers Beamdog and Hasbro wanted. Perhaps the whole operation was a license renewal of sorts (that's the reason why movies and albums get re-released every decade, actually). Achievement %s for the games on Steam are very low. Around 30% of the players have made it out of Irenicus' dungeon, for instance. And 3% made it all the way to the end of Dragonspear.Serious answer: Didn't the devs of Stunning and Brave Trannyspearmention that, to get WotC to license 2E rules again, they had to sell it as an expansion pack to an existing product?
IWD2 did have some problems, but I'm not sure it was due to the engine.You can do semi-sorta 3E like Icewind Dale 2, but they apparently had a lot of trouble with it.
If you're going to force much more into the engine at that point, why not just build a new one.
Most stuff pertaining to rules in the Infinity Engine is relegated to simple text files (2DA).
I look forward to the Infinity Engine games being remade in the style of the original BG3, with 3D graphics, first-person perspective, and turn-based combat.
True, IE never managed to have loading times as long as many Unity games do. Nor can it compete on unnecessarily high system requirements.There are better engines. Unity can do everything IE did plus a lot more
Which ones are those?and more programmers know how to use it.
True, IE never managed to have loading times as long as many Unity games do. Nor can it compete on unnecessarily high system requirements.There are better engines. Unity can do everything IE did plus a lot more
Which ones are those?and more programmers know how to use it.
Not wanting to go into the merits of particular engines like unity or even the Infinite Engine, from the viewpoint of companies it is just that generic engines like Unity end up being useful for them. A company that was going to use infinite engine for a new project today would probably need to put any new workers on learning duty before they can start doing useful work. If you aren't using AD&D 2e rules, you will need to make changes to the source that will probably reflect into changes on how the other files are used as well, so even if then new hire is a BG modder, he would need to go through that. Furthermore, you lack any resources that you might get from unity directly such as using it for mod support or getting assets made specifically for it. Also, since no one is maintaining IE, you would need to support any system incompatibilities all by yourself.