You disgust me.DarienA said:Yes, my lord and masters' plan for world domination continues to move forward!
You disgust me.DarienA said:Yes, my lord and masters' plan for world domination continues to move forward!
Because as a 1. party publisher you don't have to pay royalties.Datawhore said:Why only make Madden 2007 for the EA Console when you can make 7 versions and sell millions more across all platforms?
Datawhore said:and based on the fact that next-gen games development costs are likely to soar beyond the financial capabilities of all but the biggest pubs (EA, Activision, Ubi, Sony, MS, Nintendo, Square, TakeTwo), I wouldn't be surprised to see this % increase in the future.
Datawhore said:Correct me if I'm wrong, but I do believe that Criterion currently has two licensing models for Renderware - a one time fee or a licensed royalty rate. Either way, EA is likely to explore both.
Datawhore said:Many publishers will start to view Renderware4 as a platform and less as a middleware solution now that EA has gotten behind it. (IMHO)
cybamerc said:Take away EA's games. Then put the remaining PS2 launch line-up against the remaining Xbox launch line-up. Imagine that the two systems came out on the same day. Believe me, Sony wouldn't be where they are today without EA.
Socreges said:You disgust me.
It's never too late, IMO. The current games in development can get completed (wrapping up this gen) but with next gen technology and engines being developed and surely licenced by the IDs, Cryteks, Epics, etc of the industry (and others springing up all the time), Renderware will be less and less attractive especially if EA gets greedy.Datawhore said:It's too late for publishers/developers to suddenly stop using Renderware, even for this gen. They are way too dependent on it and will be even more so in 2006-2010.
MetatronM said:I'd just like to mention now how much I hate EA.
pilonv1 said:January 23, 2005 - EA closes Criterion studios, opens EA London.
Mr_Furious said:It's never too late, IMO. The current games in development can get completed (wrapping up this gen) but with next gen technology and engines being developed and surely licenced by the IDs, Cryteks, Epics, etc of the industry (and others springing up all the time), Renderware will be less and less attractive especially if EA gets greedy.
Obviously there are differences, cja, but what I was focusing on was one key similarity: that game developers and publishers often license/obtain some segment of the tech and tools they use to build a game from competitors, whether that's a genre-specific engine or a more generalized middleware solution. There's always strings attached to any practice that doesn't involve complete self-reliance - you line your competitors coffers a little and, if there isn't a code of respect and integrity practiced among the parties involved, sharing code/tech/tools has considerable potential to ruin someone's business. In that respect it doesn't matter whether its an engine or a middleware suite that we're talking about.cja said:Very different imho, these are engines for specific game genres and couldn't be construed as middleware.
Those are assumptions that are hardly conclusive. What proof exists that Criterion truly gave the best it could offer to third parties? And why are we presupposing that they suddenly won't do the same under EA?These third parties knew that under independent (Canon) control they were getting the best Criterion could offer, now they know they'll just be offered an inferior subset of EA's technology.
Hmmm...whichever ones realize that business is business, not personal. The ones that realize that using EA's version of Renderware will probably help their project more than it will EA. The one's that realize that they already do this with other companies...etc.How many of the following companies are going to accept EA making money from and owning the libraries they use?
kaching said:What proof exists that Criterion truly gave the best it could offer to third parties?
I have no idea what the exact profitability is for Renderware but if Criterion's claims that 25% of all console game SKUs use Renderware, then you're probably rushing to judgment on that drop in the ocean comparison. And what's to say that EA can't turn it into a healthy new profit stream for them? I really don't see how it's so clear cut that EA's motivation is definitely less than Criterion's.gofreak said:No proof, obviously, but Criterion had a much greater motivation to give everything they could than EA will have. Renderware was a large portion of Criterion's revenue, but it'll be a drop in the ocean for EA..
Does EA need to do that? Is there any reason to believe that their massive profitability is suffering or somehow threatened in any measurable fashion because they haven't benefited from the best that Renderware has to offer or because of what Renderware enables their competitors to do?it'll be far more viable for EA to risk the credibility of the technology by witholding "the best bits" for themselves.
By the same token, they don't put their development customers first in regard to using Criterion's latest and greatest breakthroughs. From interviews at the time, Alex Ward indicated that Burnout 2 shipped with a number of optimizations above and beyond what standard Renderware offered at the time, and Burnout 3 will as well (from the Eurogamer interview):For Criterion, their games really became a showcase for Renderware, and thus it was not in their interests to use anything their customers couldn't
Eurogamer: Are any other developers sub-licensing this technology? Is it built into the latest RenderWare for example?
Alex Ward: No it's not yet, but there's a lot of things shared. I mean, the Burnout guys, a lot of their developments and breakthroughs and stuff then support the other side of the company, so they just live and breathe for pushing the PS2. And once this is done, they'll get to work pushing the PSP.
Many hardware specific optimizations for Renderware are driven by Criterion's game development. So, those would obviously have to be developed in a Criterion game first - since that's their origin - before they could be available to Renderware licensees.They give themselves an edge in doing this. Not unlike what you're claiming EA will do.
Mr_Furious said:I don't think it is in any of EA's competitor's best interest to make EA richer. I'm predicting that most of them will either seek out different engines to license or create one in-house. This could be a blessing in disguise (depending on how you view this news).
Why would other companies (like UbiSoft or Sega) be happy about paying a percentage/fee to EA? Or are you saying that EA's competitors would be happy to get a percentage/fee? In either case I'm confused by your post.WasabiKing said:They will be happy if they get a percentage/fee.
Obviously, Criterion has to develop, test and prove the optimizations work before selling those optimizations as upgrades in their Renderware package, but that doesn't mean they have to also profit from their own game product based on those optimizations first, well in advance of any known 3rd party Renderware project taking advantages of those same optimizations.Lazy8s said:Many hardware specific optimizations for Renderware are driven by Criterion's game development. So, those would obviously have to be developed in a Criterion game first - since that's their origin - before they could be available to Renderware licensees.
Same could be said of any development platform controlled by a single company...more power to initiatives like XNA, like you saidWith EA, a direct competitor to so many licensees in so many markets, now controlling Renderware, there's a lot more potential for conflict of interest with licensing.
You can use that extra time to think about what you've done.DarienA said:Well knowing that will certainly cause me to have trouble falling asleep this evening...
Andy787 said:... and make it official with Dice.
Mr_Furious said:It's never too late, IMO. The current games in development can get completed (wrapping up this gen) but with next gen technology and engines being developed and surely licenced by the IDs, Cryteks, Epics, etc of the industry (and others springing up all the time), Renderware will be less and less attractive especially if EA gets greedy.
There's nothing to suggest they've done those kind of politics; that quote from the interview certainly doesn't imply it. With Criterion's place as a small developer within the industry, they wouldn't have had anything to gain anyway from holding back a more enhanced Renderware for themselves as if the presence of other random Renderware titles with those slight upgrades would've had any attributable impact on the sales of their specific, mildly popular racer.that doesn't mean they have to also profit from their own game product based on those optimizations first, well in advance of any known 3rd party Renderware project taking advantages of those same optimizations.
EA, though, is a publisher with a brand that covers many dozens of products a year across a full range of game markets. That's enough product such that a better brand image could be built by using enhanced development tools while withholding them from competitors.Same could be said of any development platform controlled by a single company
Kiriku said:Weird, I thought this was announced way back, or maybe I'm thinking of:
1. Just a rumour
2. That EA were going to publish Burnout 3
3. A different developer being aquired by EA
The Shadow said:So long Criterion! Say high to Crytek on your way out.
Well, if that's the way you see it, why would you think EA would worry?With Criterion's place as a small developer within the industry, they wouldn't have had anything to gain anyway from holding back a more enhanced Renderware for themselves as if the presence of other random Renderware titles with those slight upgrades would've had any attributable impact on the sales of their specific, mildly popular racer.
Right, they are one of the most equal opportunity of game developers right now in terms of multiplatform support, with a massive amount of game development experience. Who better to further the development of a multiplatform middleware product? They obviously do have the opportunity to capitalize on advancements first and I already acknowledged this as a potentially double-edged sword in my first post in this thread. But that's impossible to avoid.EA, though, is a publisher with a brand that covers many dozens of products a year across a full range of game markets.
EA's games built with in-house tools compare quite favorably with most games produced using Renderware. There's very little to gain in that respect. And EA is having very little problem surpassing their competitors by a large margin on a regular basis. There's no reason to block or withhold from them, its a waste resources. Why do that when you could profit from them instead? EA has probably just taken a good, long look at the proliferation of 3d platforms that's set to occur in the next few years (PS3, Xbox2, N5, PSP, DS) and observed that existing 3d platforms like PC and PS2 and possibly others will remain viable for some years to come, leading to the possibility that middleware could become a very lucrative revenue stream, since developers are likely to clamoring for anything that makes it easier to port their content between those platforms as easily and efficiently as possible.That's enough product such that a better brand image could be built by using enhanced development tools while withholding them from competitors.
cybamerc said:Because as a 1. party publisher you don't have to pay royalties.
You're talking about two completely different levels of abstraction here though, Renderware is much higher level then that for most part, and is also mostly built on top of SDKs/API provided by hw makers.kaching said:Hell, when you get right down to it, just about everyone uses their competitors dev tools - PS2 developers use the PS2 SDKs provided by Sony, who also makes software for the PS2, MS with DirectX/XNA, Nintendo, etc.
I'd rather have a focused group designing the tech - one of the reasons most big developers don't license out tech like this is that they can't even agree on using one standard internally, let alone offer it to others.EA's move hardly represents anything unprecedented. In fact, the only thing that could be considered unprecedented was that a software maker of this size *hasn't* been officially licensing out some of their tech/tools before this!
In all honesty, who would you rather have building your game development tools - a company that has absolutely no experience actually designing games, or one that has extensive experience? Double-edged sword, either way.
Well it should be noted that Renderware is among the cheapest middleware solutions, period, which helped drive its popularity. Licenses for stuff like Unreal etc. for instance, are quite a bit more expensive.I have no idea what the exact profitability is for Renderware but if Criterion's claims that 25% of all console game SKUs use Renderware, then you're probably rushing to judgment on that drop in the ocean comparison.
Take away EA's games. Then put the remaining PS2 launch line-up against the remaining Xbox launch line-up. Imagine that the two systems came out on the same day. Believe me, Sony wouldn't be where they are today without EA.
Isn't Timesplitters 3 coming out soon?Ghost said:Well except their next game isnt an FPS
budala1 said:And Sony did nothing for EA?
And what the hall was so good about the Xbox launch? There was Halo and oh Halo
Matlock said:What you fail to realize is that Criterion has something critical for EA that makes them more valuable than *insert random woulda-gone-bankrupt-anyway PC dev here*.
cja already addressed this in his response to me. See my response in turn. http://www.ga-forum.com/showpost.php?p=197462&postcount=117Fafalada said:You're talking about two completely different levels of abstraction here though, Renderware is much higher level then that for most part, and is also mostly built on top of SDKs/API provided by hw makers.
Thanks for the insight into EA's technology infrastructure, not that I'm surprised given that it's much the same within most large organizations. I'd suspect that the move to purchase Criterion and Renderware is specifically as an end run around their own internal fragmentation in seeking to put together a more cohesive middleware product solution. Since they're already fragmented internally, I doubt there would be much effort made to completely assimilate Criterion's organization if they can't really unify their own existing departments.Now the way I see this is two-fold, either Renderware development will remain mostly independant team, see limited use within a few of their internal teams, and get licensed out in much the same manner as things have been now, or it'll get absorbed, in which case unless things within EA change and they get some semblance of an internal standard for development software, you may as well say RIP renderware.
No, it doesn't. The Criterion team that focuses specifically on the Renderware side doesn't even get the finalized implementation of a new feature that comes from the game side - from which they'd still have to make into a generalized solution for the toolset - until it's gone through final QA in the game, which happens at the very end of the development cycle.You can try to rationalize it any way you want but the quote clearly demonstrates a choice was made by Criterion not to offer a version of Renderware that had the latest optimizations before they shipped a game product of their own with the latest optimizations.
Criterion's game output is too small and limited to be capable of seeing benefit from such a ploy. With more influence comes more responsibility, though, which is why there is more potential for conflict of interest with EA, the biggest publisher, than with Criterion, a small developer.Well, if that's the way you see it, why would you think EA would worry?
This wasn't being argued.Right, they are one of the most equal opportunity of game developers right now in terms of multiplatform support, with a massive amount of game development experience. Who better to further the development of a multiplatform middleware product?
Depends on whether EA moves to Renderware. Regardless, companies like their closest challenger in sports marketshare (who is still way behind them), Visual Concepts, has outsourced products which use Renderware and still outclass EA's game.EA's games built with in-house tools compare quite favorably with most games produced using Renderware. There's very little to gain in that respect.
The issue wasn't of their likelihood nor intention to use such tactics. Rather, it was the greater conflict of interest that could arise with someone of their size than with Criterion.And EA is having very little problem surpassing their competitors by a large margin on a regular basis. There's no reason to block or withhold from them, its a waste resources. Why do that when you could profit from them instead? EA has probably just taken a good, long look at the proliferation of 3d platforms that's set to occur in the next few years (PS3, Xbox2, N5, PSP, DS) and observed that existing 3d platforms like PC and PS2 and possibly others will remain viable for some years to come, leading to the possibility that middleware could become a very lucrative revenue stream, since developers are likely to clamoring for anything that makes it easier to port their content between those platforms as easily and efficiently as possible.
Actually so is XNA (XBox, Xenon, PC, mobile). Didn't some MS exec say they'd even license it out to Sony/Nintendo if approached?Sea Manky said:Hell, at least Renderware will stay multiplatform.![]()