An example of the kind of hype Unreal generated pre-release. Like John Romero’s Daikatana, the hype was strong for the game. Unlike Daikatana, it actually shipped before the year 2000. (via RetroMags)
Why Epic MegaGames became more than just a shareware developer … by actually shipping its overhyped product
Forgotten today but well-remembered by anyone who played PC games back in the late 1990s, as 3D acceleration ramped up the capabilities of said games, was the flood of seeming vaporware that was breathlessly hyped by popular gaming websites and magazines for years without any sort of release.
These release cycles harmed the reputations of some of the most popular game developers of the shareware era, including companies Epic once considered direct competitors. John Romero, the id Software cofounder and game designer, saw his name associated with over-the-top advertising for the game Daikatana, which was to be his company Ion Storm’s breakout hit, reflecting the strength of the company’s developer-driven culture. Instead, it shipped in mid-2000, years after it had been announced and a lifetime of hype later in video games. It was not well-received. (Fortunately, another Ion Storm title, Deus Ex, was.)
But that, of course, was nothing compared to Duke Nukem Forever, the sequel to 3D Realms’ formative Duke Nukem 3D that took three years longer to finish than Guns N’ Roses’ Chinese Democracy, despite development beginning the same year as that infamous album’s recording process.
For a time during the 1997/1998 period, some gamers might have thought that Unreal was a part of this wave. In the 18 months after GT Interactive signed a deal with Epic MegaGames to release the company’s initial take on a first-person shooter, a similar breathlessness followed it, with mind-blowing screenshots appearing in magazines and online that only ratcheted up the hype.
“While a few gaming sites display screen shots and carry breathless descriptions of the wonders to come, and would-be players salivate, there is no sign that this oft-delayed title will come to market soon,” a 1997 Wired article, part of a year-end roundup on vaporware, stated.
But then a funny thing happened: Epic actually shipped the damn thing, and not only did the company ship, the game’s technology came to define the overall game industry. Just seven years after the release of the text-only ZZT, Sweeney had built a company whose technology had leapfrogged the technical king of PC gaming at the time, id Software’s Quake series.
And like both ZZT and Jill of the Jungle, Unreal was not only a game on its own, but an underlying engine, one initially designed mostly by Sweeney himself.
Cliff Bleszinski, a longtime developer at Epic who formulated the company’s well-known Jazz Jackrabbit and Gears of War series before departing in 2012, noted in a 2014 interview with VentureBeat that the Epic of this era focused on the element of surprise in what it built.
“When you look at the Unreal series, we always used this philosophy of zigging when other people were zagging. You can’t have a shotgun, but you can have the flak cannon,” he said. “I have a saying—when you spend all your development time figuring out what players think you need in your game—things like standard shotguns—you’re not putting in the features that make your game unique.”
As Sweeney told Edwards in his 2009 Gamasutra interview, this also extended to the technical end of things:
But with everything since then, we’ve always put a conscious effort into thinking, “How can we beat everybody technically?” Because if you beat them technically, it gives you an opportunity to shine in all other areas. VGA graphics isn’t just a technical feature—it means you can have much better artwork than everybody else. Even if your artists are only as good as the competition’s, they have more colors to work with, so they can do better work.
And that’s been a big driving force with Unreal. Even nowadays, to try to stay as far ahead of the competition as possible in technical features.
But perhaps the most brilliant thing about Epic was that it explicitly turned its engine into an underlying business model. While id’s engines for Doom and Quake and 3D Realms’ engine for Duke Nukem 3D were reused for a number of popular games of the era, as those companies distributed the source code, Unreal’s underlying engine was designed with external developers in mind, with Epic even offering technical support as they used the fundamental tool. In many ways, the Unreal series was as much game as technical demo.
As a 1999 New York Times article notes, coming out around the time Epic dropped “Mega” from its name and just became Epic Games, Epic took a sizable-but-not-unreasonable cut—$250,000 to $500,000 for the underlying engine, and 5 to 7 percent of the royalties.
“There are games that look and feel a bit too much like Unreal,” said Epic’s Mark Rein, a cofounder and vice president of the company, in comments to the paper. “And there are some that you can’t even recognize. Our engine is really just the paints, and anybody can go out and buy a set of paints. What’s more important is the painter.”
Unreal Engine, over the years, would become one of the most important tools at the disposal of the game industry, and in later iterations would be used in films. It remains one of Epic’s most notable investments, and it was a huge risk at the time it was developed.
(Speaking of risk: Part, but not all, of the reason Duke Nukem Forever spiraled out of control was because 3D Realms made a mid-stream decision to switch to Unreal Engine, from the engine Quake 2 used. Not an easy shift to make—it effectively represented a reboot of the project, one of many reboots the game faced.)
To get to this new level, Epic had to give up its identity as an iconic shareware developer and partner with a larger company. But as a result it gained a significant technical edge that it maintains to this day.
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