Source Engine Chosen For MMORPG
by Maarten Goldstein, Sep 21, 2004 5:39pm PDTValve Software sends along this press release, announcing that Half-...no, that would be cool but instead announcing that the Source Engine has been licensed for an MMORPG. Smiling Gator Productions is using the engine that powers Half-Life 2 for their game Twilight War: After the Fall.
"The Source engine is one of the gaming world's premier technologies, we are thrilled about the features it will bring to Twilight War: After the Fall," says Kingsley Montgomery, Vice President of Development at Smiling Gator Productions. "Its combat system, physics, and advanced AI are exactly what we were looking for to enable the exciting features we are developing for our game. We evaluated several game engines and concluded that Valve's was the only choice for us. In addition to being a top-notch product, their support has been excellent."
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Comments
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Vast as in, takes at least half an hour to cross on foot, like Flashpoint, Farcry, or Saga of Ryzom for that matter.
Is realistic physics (and location based damage?) on a massive scale in multiplayer feasable as of yet? I mean, a battle involving several dozens of players and even more NPCs/Mobs (i'm thinking SoR "raids") is not something you'd typically find in an FPS, so this engine probably isn't build for that and if it is, it's questionable if any server hardware exists which can handle it. Isn't the physics usually disabled in Farcry multiplayer?
Large scale battles are hard enough to pull off without realistic physics, let alone when the server also has to keep track of a load of limbs and debris flying around, and (hopefully) location based damage.
a. This game will not be a MMORPG supporting thousands of players on the same server, when it comes out.
b. This game will not be a MMORPG, when it comes out.
c. This game will not use the HL2 Source engine, when it comes out.
d. This game will not have the same combat system, physics, and other impressive features of the Source engine, when it comes out.
e. This game won't come out.
Why? I don't think the source engine will scale quite as well as they are hoping for. The client side of it might, if the game's world was split into smaller sections that players can quickly enter/leave, but I can't imagine any server coping with all of the features of the source engine, for hundreds or thousands of players.
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WTF.
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Good for Valve I guess. So long as they don't try to start using the source engine for Flight Simulator or something equally wacky like that.
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But thats what I thought with Unreal Engine and Lineage 2. :\
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