View Full Version : Project Rapture, in its orignal form.
Seiver
07-15-2011, 06:42 AM
i know people will say 'oh that's just 14" but if memory serves (and it dosent always) Project rapture was originally mint for XI. A rebuld from the gound up. you can see how the 2 games are so close in content, bar the battle system. i wonder how much it would take to re-release XI in that form.
CrystalWeapon
07-15-2011, 07:04 AM
To rebuild the engine with more functionality and rework the graphics to be on par with 14? Years with few if any updates while we waited. The company is already hurting right now so I don't think they want to pour money into reworking two mmorpgs at once.
Don't get me wrong, I would at least love to see them at the very least repair their engine to where they clean up alot of their spaghetti code issues. I just don't see it happening.
Atomic_Skull
07-15-2011, 07:45 AM
To rebuild the engine with more functionality and rework the graphics to be on par with 14? Years with few if any updates while we waited. The company is already hurting right now so I don't think they want to pour money into reworking two mmorpgs at once.
Don't get me wrong, I would at least love to see them at the very least repair their engine to where they clean up alot of their spaghetti code issues. I just don't see it happening.
Why would they need to rebuild the engine? Just license Gamebryo Lightspeed or something and build a new FFXI client with it (it's already been used for Rift and Warhammer, as well as Oblivion, Fallout 3 and a number of other AAA titles)
There is really no logical reason to build your own engine anymore, you're better off licensing one from someone else these days and putting your development man hours into content using a prebuilt toolset that comes with the engine rather than having to build your own. And if the toolset doesn't do something you want you can still make your own custom tool to do only that.
CrystalWeapon
07-15-2011, 08:01 AM
Why would they need to rebuild the engine? Just license Gamebryo Lightspeed or something and build a new FFXI client with it (it's already been used for Rift and Warhammer, as well as Oblivion, Fallout 3 and a number of other AAA titles)
There is really no logical reason to build your own engine anymore, you're better off licensing one from someone else these days and putting your development man hours into content using a prebuilt toolset that comes with the engine rather than having to build your own. And if the toolset doesn't do something you want you can still make your own custom tool to do only that.
Simply put, b/c se is odd. I don't see them licensing another company's engine. Might be a matter of pride, who knows.
It's pride & the need to be different. Then it feels like they're not confident about doing the most simple requests. Almost like they're ashamed of certain things but would never admit it.
Covenant
07-15-2011, 08:47 AM
Probably why the Japanese Game market is dying out...at least a cording to several post and review shows.
Covenant
07-15-2011, 08:49 AM
I think the might be a real issue on "remaking" FFXI using FFXIV tools. Several companies received licesning agreements with SE for FFXI, how would this affect those contracts? Who gets the profit?
Atomic_Skull
07-15-2011, 10:33 AM
Simply put, b/c se is odd. I don't see them licensing another company's engine. Might be a matter of pride, who knows.
They used Unreal 3 for Last Remnant actually.
Atomic_Skull
07-15-2011, 10:35 AM
I think the might be a real issue on "remaking" FFXI using FFXIV tools. Several companies received licesning agreements with SE for FFXI, how would this affect those contracts? Who gets the profit?
I really would rather not see FFXI running on Crystal Tools. They could do the same with lower system specs using Gamebryo or CryEngine or whatever. Or better using the same system specs.
Or alternatively they could just straighten out the spaghetti mess of FFXI's code and add improvements. You don't necessarily have to completely start from scratch in engine development. Source started with the Quakeworld engine and it still has code from Quake in it, yet it's a modern competitive engine.