Game Development Community

The New Magic Word

by Brett Seyler · 11/12/2009 (4:02 pm) · 289 comments

68.233.5.139/~transfer/brett/oprah-1.pngLast week, Epic Games made a pretty big splash announcing the "UDK" or Unreal Development Kit. UDK is based on the *very expensive* Unreal Engine 3, the most dominant game engine in the big budget console games space. There's been a lot of hyperbolic talk about how this is an "end of days" development for Torque and our friendly Copenhagen competitors, Unity. I want to take a while here to talk about what I think this means for Torque and where we fit in the competitive landscape.

When the announcement showed up, of course I immediately wanted to dig in and find out what was up. I took some time and looked at the license on the UDK site. Many people here downloaded the UDK to play around with it and see what was what. It turns out that the UDK is basically an up to date set of editors for Unreal Engine 3. There's no source code provided. Instead, as with modding, you can do scripting with Epic's Unrealscript. You can package your project for Windows only. There are docs online, but otherwise no dedicated support. So let's be clear. This is NOT Unreal Engine 3. That would kill a huge source of revenue (supported, source code licensing for PC and consoles) for Epic. It *is* a well-tested, rich set of editors for making stuff based on UE3 games or projects.

What's the license like for this? Well, Epic is slapping up the word FREE everywhere and who doesn't love something for FREE right? It's a magic word. The UDK website grants you (for free) a license to make non-commercial works. If you want to make money, or benefit indirectly somehow from using the UDK (think making a demo to advertise or sell something else or a company who wants to train employees with a simulation), you have to pay. The terms of making something commercial with the UDK are actually a bit murky because Epic does not post the license on their site or allow you to purchase a commercial license on thier site. Instead, they give you an email address to hit up and describe the terms of the license structure.

Option A: You benefit (somehow) from using and distributing UDK projects, but there's no revenue. You can pay $2500 / seat annually for this use of the UDK.

Option B: You sell, advertise on, or somehow directly or indirectly, generate revenue from a project made with UDK. You pay $99 up front and you give up 25% of all revenues exceeding $5000 on that project.

68.233.5.139/~transfer/brett/ut3.pngPretty straightforward options! It would be nice to see the license, but assuming it's reasonable, sounds like a pretty fair deal. So what's the catch? How does Epic make money from this? They don't. Not really. This is a loss leader and an evangelism play and it really doesn't cost them much of anything to do. For years you've been able to spend $60 on Unreal Tournament, Gears of War, or other Unreal titles and use the provided editors to modify the game. You can do a lot with mods and people have created really cool stuff. Epic never monetized this practice before. Instead, they used it as a way to create longer tail sales for their games and to recruit new talent from the modder community. By offering the "UDK," Epic is taking the next step by letting people distribute Unreal mods without requiring ownership of the modded Unreal game.

In addition to formalizing what they've always done with the mod communities built around Unreal, Epic is likely to heavily monetize the inevitable step from UDK --> UE3. This is no small step and it will cost small teams as much as Epic can wring out of them, in addition to the 25% royalties they are already on the hook for. My guess is that it will be case by case, but it's guaranteed that most teams will run into barriers not having access to the engine source, just as they do with other binary-only engines.


I'm not going to dismiss this move by Epic. It matters. Here's why...


#1: It's Epic (no pun intended). They are an absolute behemoth in the games industry. They've absolutely demolished all competitors in the AAA console engine space for the last 5 years, essentially since EA acquired Criterion, makers of Renderware, and stopped licensing it to 3rd parties. They have an established business selling very expensive (think 6-7 figures, depending on the royalty rate) licenses for big budget console games and now, they've decided they want indies, amateurs, and hobbyists to use their product too. That's a pretty decent market disturbance.

#2: It's validation. When I wrote about the hyper-competitive, well-served big budget AAA space while discussing the pricing and licensing of Torque 3D back in January, I noted that the AAA middleware market hasn't grown much in the last decade and it continues to be a pretty fixed size market. At the same time, the space Torque and Unity occupy (better accessibility and opportunity via lower licensing costs and more attractive platforms) has grown tremendously. This community here grows by hundreds of users every week. A larger portion of the games industry as a whole is moving away from stagnant AAA console games and targeting super-fast growing platforms like the iPhone, Facebook, and yes, even just regular PC online games. Clearly Epic must see something they like in these markets. They missed the boat on the Wii and they are probably struggling to maintain (let alone grow) revenues in the AAA console space. I'm not sure if this will be a long-lasting commitment on Epic's part, or simply a way to maximize the value of their current tech while the new stuff (UE4) is what they're going to start pushing to high-end clients, right around the corner. Regardless, validation is nice.

#3: Now everyone can see behind the "AAA" curtain. We've been telling you for years that Torque is top-notch technology. We've said "it's documented up to, and in many cases well beyond the industry standard." Without being able to look at engines like Unreal, that's been a hard claim for you guys to verify. Now you can. Have a look at UDK. Look at the tools. Look at the docs. Test out the support. We think you'll find that Torque 3D stacks up very well in comparison, and all without the licensing burden of big royalties or high-cost access to source. Putting aside source though, it's worth answering the question:

What does Torque currently do better than Unreal?


Rendering - Torque is the first affordable engine with a deferred renderer. You have real-time dynamic lighting and shadows. You can have thousands of dynamic point lights in a scene at almost no hit to performance. You can't do this in Unreal. Torque's Light Pre-pass rendering is the standard for the current era of hardware. CryEngine uses it as do many of the best looking games on the market.

static.garagegames.com/static/pg/productpages/torque-3d/overview_1.jpg

Contrast this with Unreal, which uses a years old forward renderer that does not allow for global dynamic lighting or shadows. In fact, UE3 does not support more than one dynamic light casting shadows on the same object. It will switch shadows automatically to the nearest light. A directional light will allways switch off any light's shadows. With Unreal, all global illumination is baked. Everything you can do in Unreal, you can do with pureLIGHT in Torque 3D, but with Torque, you can combine dynamic global lighting and shadows with beautfully baked static lightmaps that give you realtime iterative results, not an hours long, black box baking process. Looking ahead, we'll probably be the first affordable engine with DX11 support, and I doubt you're going to see that from Unreal until UE4, likely a couple years away from public licensing, at least.

Terrain (editing AND fidelity) - Definitely test out the UDK terrain editors next to Torque 3D's. The UDK terrain tools are several generations behind us. In Torque 3D, you get much nicer terrain fidelity as well. It takes the right artwork to show this (which you'll see with Pacific Demo here in a few weeks), but the advantage for Torque is clear.

high-fi-terrain-880


Networking - Out of the box, Torque 3D will do things that you'll never get UDK to do without source code access and a LOT of work. It's as simple as that.

Platform support - Capable deployment to OSX machines is increasing a very important component to success for small teams. Torque 3D offers a path to every major platform out there (Windows, Mac, Web, Wii, Xbox 360, iPhone, with PS3 and PSP in the works).

static.garagegames.com/static/pg/productpages/torque-3d/overview_5.jpg

static.garagegames.com/static/pg/productpages/torque-3d/worldeditor_2.jpgSpecial purpose tools. - The road and river tools are just the beginning, but there's a lot more coming in 1.1 and 1.2 that you haven't seen before and which you definitely won't find in UDK.

Community resources, add-ons, and extensions. This is such a talent-rich and generous community. We do our very best not to take your contributions for granted. Rather, a major focus, particularly on this website in the next year, will be adding features that make the surfacing, sharing, and vetting of community resources and project much easier and much more powerful. There's really a lot we can do here and you're going to see constant improvement.


Now, UDK has some things not currently in Torque in it's favor as well. Nice features like nav meshes for AI, improved animation tools, etc. are all on our roadmap, but not yet in Torque 3D, so we've still got plenty of work ahead of us to keep up and stay competitive.

We want to take Torque much further, allowing developers to unlock opportunities on the best emerging platforms. That's going to take continued work and investment in the product by us, but we run a pretty lean operation, we reinvest nearly every dollar you spend with us back into product development, and we are moving *super* fast.

'FREE' might just be the new SSAO


We realize that staying ahead of the curve on technology is just part of the equation. The licensing model we choose is important and we're paying attention to all this FREE stuff as much as the rest of you. We want to offer something at a very accessible price, or perhaps for FREE as a good entry to learning and using Torque 3D. Currently, our free option is a demo, limited by the number of objects you can place in your scene. This obviously isn't useful to create an entire game, but it does give you a good feel for what Torque 3D's tool set can do, given that it's not feature limited in any way other than not including the source code.

By comparison, UDK also gives you everything for free, no features limited by the free version other than the source code, but you cannot use it to make anything commercial without payment. The cost, at minimum, is $99 + 25% of your revenues (after $5k total). Unity strips a great deal of their features out of their free version. These can drastically handicap development for some teams, but there's no reason why you couldn't finish some games with it either. The license is liberal, so it's a good stepping stone to make your first game, solo, if you're willing to live with some of the feature limitations.


68.233.5.139/~transfer/brett/torque-free_compare.png


So where does Torque 3D fit in all of this? Our "Professional" version, which includes source code, access to beta builds, private forums, etc is just $1000 / seat. We don't currently have an option between this and our free demo, but we want one. I think the recent developments by Unity and Epic and all the new developers trying their hand at 3D games warrants a low-priced option for Torque 3D, as well.

At the end of September, when we released Torque 3D 1.0, I included a poll contemplating an full-featured, binary-only version of Torque 3D to go for $500 / seat. Though the results were overwhelmingly in favor of this option, I think we can do better. In the past, I've been really happy with the feedback you've given us making decisions like this, so I want to enlist your help again.

What should we do?
What would you be happy with?
What do you think would be best for the community the future of the product?
Do we want a more elite, experienced community of programmers here?
Do we want to create a more balanced mix of great artists too?

I have my instincts on these questions, and we've discussed them a great deal internally, but I've always come back to this community as one of the big reasons to choose Torque for a new developer. It's one of kind and I want to keep it together and help it grow as much as possible. That won't happen if we don't have a competitive offering in Torque. This means we need enough income to feed the developers and keep the product blazing ahead full speed. But at the same time, if every new beginner cuts their teeth on UDK or Unity because they have viable free option and Torque doesn't, well, I don't like the position that puts us in for the long run either.

So please, let us know what you think! I promise I'll listen and weigh all feedback carefully. I hope to make a decision on this by the end of the month, so let fly with the suggestions and opinions. It's all welcome.

About the author

Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.

#221
11/17/2009 (12:28 pm)
For those of you thinking "what bullshit I wont ever need to change or adjust the network code", think again. Even an adjustment of the packet size, data and frequency is a pretty crucial step with regards to creating a highly optimized multiplayer experiance.

Default settings might work, but generally not all the time.
#222
11/17/2009 (1:35 pm)
Brett.

I think you guys need to listen to my story here. I am looking to aquire an engine that I can learn and grow into. I am an experienced c++, c#, php and mysql programmer. I am looking to make a game just for the enjoyment of it. Not for a profit. At 1,000 dollars this price point forces me to look at UDK even though I really want to learn torque because of open source access. I feel your current price point is targetted towards professional studios. The (lets have fun) market is completely priced out. This is dissapointing because I dont want to learn UDK because I will never be able to afford source code access.

My request would be a "Learning Edition". Basically it would be the full torque 3D engine with source access with a license that restricts me from using this engine for any type of commercial activity. This gets the engine into more hands, and gets people like me learning your engine.

The price I would be willing to pay to learn your engine would be a max of 300 dollars.

Basically thats what it boils down too. I hope you guys can consider this. I feel like I and people like me are a market that is being totally excluded. I really dont want to use UDK. I want an engine that I can learn and grow with. I dont want to have to use UDK and then if I even want to make a commercial game have to learn a completely new engine.

Please consider this.
#223
11/17/2009 (2:23 pm)
OOOh...A Black Friday deal? Did I hear right :-)
#224
11/17/2009 (4:32 pm)
I e-mailed Epic, they replied:

"Hi Jay,


Beta means that it's not quite final yet. That said the UDK is the full featured, object code version of Unreal Engine 3 toolset. It is not a demo.


---

Regards,


Jay Wilbur

Epic Games, Inc."
#225
11/17/2009 (4:35 pm)
.........
#226
11/17/2009 (5:01 pm)
Quote:Beta means that it's not quite final yet. That said the UDK is the full featured, object code version

of Unreal Engine 3 toolset

. It is not a demo

Just a toolset not the real UE, you really think whit UDK you get the engine many companies pay THOUSANDS $ to get it ... I don't think so.
#227
11/17/2009 (5:02 pm)
@ Ajmul,
to some advance programmers it may be more of a demo(or limited) since source is not available. Depends on what your project requires. Probably wouldn't run into much limitation making an FPS, but MMO yes.

UDK is nice, no doubt about that. But unless your a hobbyist or your game is 100% free your going to be shelling out some serious cash in the long run. working with a talented group of programmers myself, i realize how important it is to have source available for your project.
#228
11/17/2009 (5:18 pm)
BTW the Oprah thing is too funny, lol.
#229
11/17/2009 (6:57 pm)
Or, you could say "this thread is too funny". Anyways some things are still under the radar, and no candy throwing promishes can blur the screen -we see the stukas ;)

From al the replies it seems pretty clear what the cliff hangers would like, lets hope GG/TP... do it in time.
#230
11/17/2009 (7:42 pm)
Just wanted to update something.

I wrote:

Quote:Admittedly I could be wrong.. but my understanding is the 25% is calculated after the distributor etc takes their cut, kinda like.. a tax shelter in a way. In other words.. if you make $100,000.00, and the distributor took 30 percent, the 25% would be based on $70,000.00. Again, I could be wrong.

This appears to be correct. Here is a quote from the UDK site:

Quote:I have a question. For example I earn $100.000 of which I lose about 30% due to distribution. It is $30. My direct revenue is $70.000. I will pay 25% royalties on the $100.000 or on the $70.000?

* Epic's royalty is calculated on licensee revenue. In your example licensee revenue is $70,000.00.

Guess no further debate needs to take place on this aspect at least.

#231
11/17/2009 (7:46 pm)
Next question then Andrew what is licensee revenue. Gross/Net? Kind of like do you want 2% gross of a movie or 90% net (you want 2% gross). Easy to make a ton of money and not make anything after you do the books right.
#232
11/17/2009 (7:54 pm)
Sorry Josh, by no means am I a UDK expert. The above was based off a discrepancy that some people had differing thoughts on.. I was just clearing that portion up.
#233
11/17/2009 (7:59 pm)
Nod, I am sure it will be a common question they will be asked in the coming months. Either way, by the sound of the response it should favor the consumer.
#234
11/17/2009 (8:36 pm)
I didn't actually realise there was a free (object limited) / demo available. I don't want to program in C++, but I'll have to give it a fly to see how I feel about it. TGEA was a bit limited for no source, and even though I have the source for virtually everything bar T3D, I don't have time to study and make the modifications I need. T3D would have to be a more "generic" engine rather than the FPS base that it has always been.
#235
11/17/2009 (8:38 pm)
You guys have dropped the price by $295?
#236
11/17/2009 (9:07 pm)
@Trent
Upgrade price. Price minus what you paid for other Torque 3D engines (TGE and TGEA).

edit:
"more generic"

Kinda depends what you mean by more generic, there's an "empty" base project which has no "fps" related stuff, it just drops a camera in.
#237
11/17/2009 (9:20 pm)
@Andrew, my bigger discrepancy was about the point of your comment, not about the numbers.

As David explained, the usual number for tech royalties is around 5%

If Epic is taking "only" %25 from the revenue, then supposing the distributor is taking around 30%, then Epic gets around a 20% of the total.

So instead of 25%, is 20%. Not big deal really.

Then the fact of beeing one way or another is -I think- only anecdotic, irrelevant in the context of what David was trying to expose.

On the other side, you dedicated two posts to that, so maybe I sounded harsh when mentioning my point, was not my intention.
#238
11/17/2009 (11:00 pm)
I'm not sure why everyone is complaining about the royalty rates with UDK. I think that its a pretty kickass deal. I feel most people here come from the programming side of things, and its a significantly different viewport from an artist/designer perspective.

I have been a TGE/TGEA owner since it came out. But I've never done anything with it, quite frankly, its impossible to do anything with it if you're not a programmer. I only come back here from time to time to check out the updates to see if there are any new tools or whatnot for people like me. For people like me, to be honest, are only really interested in making cool shit.

That is meant to be constructive. I downloaded the demo of the most recent T2D when it was released. Walked around the included levels for five minutes, thought to myself "meh", then uninstalled it. Not because it was bad or anything. I know its a tech demo -- it looks improved from the previous TGEA versions. But as before, theres absolutely nothing I can do with it.

I've been using UDK, I've been messing with UT3 on and off for a little over a year. I'm not gonna get into the what-does-what better argument -lighting, terrain, etc. Its pretty insignificant. The only point comparison that matters is which one of these will allow me to make cool shit?

From a marketing perspective that is the only question you should be asking yourself. For example, if you could open the T3D editor, create a basic room, drop in some lights, some npcs, some vehicles, draw a bridge or door or something, then immediately play this scene in the editor and blow everything up -- then that is what I mean by cool shit. It doesn't even have to look cool. Thats what interests me more than anything. Thats what gets people interested in making games. It starts simple, then you get into importing your own content, creating your own cutscenes and events, telling your own story. I could care less about which engine has better dynamic lighting.

Theres been no starting point in this engine for people that are not programmers. You can't play with it. People who are able to make content for this engine have no way of implementing that content, unless it was a static object or something -- point being you cant do anything cool with it. To the fellow who mentioned Kismet - he is 100% right. That is unquestionably the greatest feature of any engine I have ever used. It is never a selling point for some reason, but for nonprogrammers, you can get away with creating gameplay (even for a non-FPS) without ever touching a script. So if you were considering an "artist" license, I would suggest looking into emulating a similar tool, since an artist can't do anything with this out of box.

I didn't mean for this to get so long. To sum up, back to the UDK royalty thing and why I don't have a problem with it. Just look at how most of the projects get started on here. A common theme is a non-paying up front gig with a promise to share royalties. No one ever complains about that - seems fair. So if I wanted to start a project, I would need a programmer. For someone who is able to program the engine (any engine for that matter) to allow me to do what I wanted with it - not to mention the nice stuff like physics/lighting. To do it for 25%, seems ridiculously reasonable. I would honestly feel bad for the fellow, even if he was an asshole, for the amount of work involved for his cut. I have no idea how this is even an argument.
#239
11/17/2009 (11:03 pm)
No worries Novack, it was the point I took interest in, nothing more. You are a very direct person and I can appreciate that.

The problem is though, the 25% charge won't be seen as something that can't be dealt with by many people. I agree that it is bordering on ridiculous, but in the end it won't matter. The package offers so many tested tools and ready to go with everything from AI on, people will allow for it.

Anyway.. I'll of course be sticking with T3D, and am looking forward to GG's plans that are forth coming.

#240
11/18/2009 (2:01 am)
I too am amazed that there are people complaining about the 25% UDK royalty. First, you have to make $5000 before it even applies. The UDK deal seems pretty sweet to me. No up-front costs, I can learn the engine and develop my game using a sweet set of tools and I pay nothing until I make some money. This is a no brainer, to me anyway.

You certainly can't deny that the UDK is making a huge splash. Thousands upon thousands of downloads already, a third volume of the Mastering Unreal Technology book series hits stores next month, and some excellent video tutorials are hitting YouTube everyday. Plus there is already a wealth of information and knowledge out there to be gained from people who have been modding UT3 for the past couple of years. EPIC claims that enhancements are on the way...we'll see what happens. It could possibly mean more capabilities granted to UnrealScript making the lack of source code even less of an issue.

I'm not trying to say it's certain doom for Torque, but something certainly has to happen with Torque with regards to entry in to the engine. In my opinion a new $300 new entry price is just too little too late. I think eliminating the entry cost and recouping money on the back end is the only way to go.

I have posted a couple of other times and I know I am repeating myself. I am not trying to trash GG or Torque at all. On the contrary, I only do it because I want to see entry in to Torque made as easy as EPIC has made it for the UDK. I think the more options out there for indie/hobbyists the better it will be for everyone.