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Interview NetImmerse Q&A up at GIN

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
11,652
Location
Behind you.
Tags: Elder Scrolls III: Morrowind

<A href="http://www.gameindustry.com/">Game Industry News</a> has posted an <A href="http://www.gameindustry.com/interviews/int030220.asp">interview</a> with <b>John Austin</b>, the CEO of <A href="http://www.ndl.com/">NDL</a>, the company that developed <i>NetImmerse</i>. That's the engine that powered <A href="http://www.myfreedomforce.com">Freedom Force</a> and <A href="http://www.morrowind.com">Morrowind</a>, in case you're wondering why I'm even posting this. Here's a clip on that subject:
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<blockquote><b>GiN: NetImmerse has been used to help create some amazing games recently, like Bethesda Softworks' The Elder Scrolls III: Morrowind, and Mythic Entertainment's Dark Age of Camelot, both of which are nominated for this years Game Industry News Game of the Year Awards. Yet, both games and others that used NetImmerse look different. You can?t really look at a title and know that the NDL engine has been used. How do you keep the engine from taking on a distinct look and feel that other similar products exhibit?
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Austin:</b> And I?ll add a third title that got great reviews - Freedom Force - which has a comic book style completely unlike the others.
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The best word to describe our engine is flexible - it allows each developer to add the features and look that will make their game truly unique. We believe we have found the proper ?level? of engine and tools that developers want. They are not so high level that they are restrictive and force the developer to do things a certain way - which could cause all games to have a very similar look and feel.
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We have a very easy to use architecture that gives developers the ability to write a game in just about any genre whether it?s sports, racing, action-adventure, RPG, or FPS. We provide a toolset that is easy to fit into a developers production pipeline, giving them the freedom to push their creativity to develop award-winning games in a cost-efficient way.</blockquote>
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Flexibility in an engine is never a bad thing.
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Spotted this at <A href="http://www.homelanfed.com">HomeLAN Fed</a>
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voodoo1man

Liturgist
Joined
Feb 10, 2003
Messages
568
Location
Icy Highlands of Canada
Having amazing graphics is a basic requirement of any game these days, or consumers won’t even bother to try it out.

<i>Ironically</i>, creating amazing graphics is probably one of the most time-consuming aspects of computer game programming. If there are any flaws, the players will immediately notice.
(emphasis mine)

As a self-professed Grammar Nazi, I say someone should be taken out behind the shed and beaten with the stick of "irony."
 

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