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LGF: Animation out, simulation in

LucasArts' Chris Williams explains how movie-effects studio Industrial Light & Magic is helping to change the way we'll play our next-generation games.

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LONDON--We're all familiar by now with the concept of next-generation games. After all, we've been watching the Xbox 360 story unfold for almost a year now--great graphics, bigger concepts, more gaming genres intertwined. In all, it's about a more-sophisticated gaming experience.

But LucasArts might disagree about just what a next-generation gaming experience really is. In a talk titled "Unlearn What You Have Learned," Chris Williams, lead producer on the forthcoming and as-yet-untitled Indiana Jones game, outlined just how the next-gen gaming experience should be fundamentally different even from what we're seeing now.

The basis of this experience stems from a George Lucas vision and the bringing together of LucasArts and movie-effects studio Industrial Light & Magic, responsible for the stunning visuals in films such as War of the Worlds. The two companies have been working for the past 18 months on a piece of technology called Zed, a toolset for creating content for next-generation platforms.

The combination of the two sets of experience is, according to Williams, having a very positive impact on working practices. "ILM can achieve this impossibly beautiful, incredibly graphically advanced look, but it can take forever to achieve, like on Pirates of the Caribbean when it can take hours, if not days, to render out a single frame. What we're finding in working with them is that, because they have this level of knowledge, we can work back from that to something that will run at 60 frames per second on the PlayStation 3."

As well as learning from the way that films are made, for example the progress being made in facial animation, it is giving LucasArts the capability to leverage ILM-like effects within games.

But while this can lead on the one hand to games that are pretty to look at, LucasArts wants to go a significant step further. Since the beginning of the development cycle for its next-gen games, the people at LucasArts have been working with a mandate. This sets out a vision to revolutionise the character and story elements within games, to fundamentally change the way we play games, and to invest in the technology to make it all possible.

The result of that work is the deemphasis on animation in games, by far and away the most common way that games are designed today, and which, in Williams' eyes, constrains the gamer far too much into an 'on rails' experience.

Instead, LucasArts is developing a simulation system of development, in which the physics around a gaming world is fully developed, and the characters are given individual sets of motivations, detailing how to act in certain environments and situations.

This leads to a more 'on the fly' approach to playing through games, because there are no really scripted situations, and even short sections of gameplay will never execute in quite the same way twice.

In some video demonstrations shown in the session, we saw the way this can manifest itself. One sequence, taking place in the forthcoming Indiana Jones game, had our hero fighting bad guys atop a cable car. In the demo, the only scripted event was the motion of the cable car itself--the actions of the bad guys, who were driving up in trucks and jumping on to the cable car roof, were all simulated instead.

This means that, although the situation in any two versions of the sequence would be the same--Indy fighting bad guys on the roof of a cable car--the way in which the action plays out never is. In fact, Williams was happy to pronounce that, although he'd seen this particular set of events played out a thousand times already, one thing happened that even he'd never seen before--a thug was about to jump across from the back of a truck when a cable car coming the other way smashed into the truck, taking away his platform and thus his momentum. He jumped just in time to avoid the oncoming cable car, but with no leverage, he didn't have the legs to make it to Indy's.

Making that kind of feeling possible requires more research and development into establishing a realistic physics model, and as a result, LucasArts has partnered with a number of companies to make this possible, including Havok, Natural Motion (with whom it has developed new technology called 'Euphoria'), and Pixelux Entertainment.

Further demonstrations displayed the effects on what's called digital molecular matter, a rather technical name for simulating the destruction of various types of material. At the moment, when an object is broken, there are two versions of that object that exist. The original object and the 'broken' one--when you drive a car into a fence, for example, the initial object is replaced quickly with the broken one, which fractures in exactly the same way every time.

Williams demonstrated the new focus on realistic material, showing how this physics allows for materials to splinter like wood, dent like soft metal, crumble like stone, or shatter like glass--or even a combination of them.

Combining the simulation of characters and resulting variety of artificial intelligence responses, with the truly destructible environments that are enabled by DMM, is what leads to this new style of gameplay that LucasArts is chasing.

The first results of this work should be evident in the upcoming Indiana Jones game, although no release date has yet been announced. We'll bring you more on that and how the gameplay is shaping up as it becomes available.

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Wozmcfc

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It sounded good but then I watched the Indiana Jones demo and I lost all interest.

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SonOfSparda018

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When is this game coming out!?

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623482

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GTA IV uses Euphoria. And Euphoria, i think, uses Endophin, which is a dynamic motion synthesis software system. In other words (that don't me sound like a nerd) you can ren-act or simulate animations in real life Physics, where the models are effected by gravity and what have you. I ain't here to promote, but heres a link to Natural motion. theres alot of info on games etc there. (more on how they are made) www.naturalmotion.com

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firebreathing

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From what I've seen from a more updated demo, this looks to be pretty cool. Materials actually break accordingly to where you apply force, animations are actually realistic and such. I haven't seen them inplement fluid physics (water and such), but other than that it seems to be pretty solid. Only questions I have is how well it'll be optimized and how efficiently it will be able to run on consoles. Maybe now we will actually see boroken bones and such instead of "rag doll". I remember playing UT2004 and wishing instead of just running over the players they'd actually react realisitcally to getting hit by the vehicle.

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Greydawg

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I don't know about any other games using this...technology? Engine? Model? I'm not sure what to call it now. And I love Star Wars, but every SW game never seems to depend on an engine to be good or bad, so we'll have to see.

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thebuft

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i'm excited about the star wars game they are supposedly working on with this engine. OXM said that a darth vader based game would be coming out 2007 using the smae engine as indiana jones. i cant wait

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Smo17

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I see the great potential in this technology, but the video it used did a horrible job of explaining it. The video made it look like it was simply poorly done ragdoll physics, but the reality behind this seems, to me at least, to be the creation of realistic AI and, in general, unscripted action allowing the player to be fully emersed in a game that is never predictable, like in any other game where you learn over time the way Enemy Type A works, so you know exactly how to kill Enemy Type A every time you encounter him. This will keep you on your toes and you'll never know exactly what to expect.

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firebreathing

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Yet again, George Lucas is trying to ruin something good that we have going. Let the developers do their job, quit being a greedy leech and stick to ruining your movies not our gaming experience. In regards to the trailer, a lot of the punching looked like it was being done in slow motion and I didn't see anything that our multi core cpus or ageia can't handle.

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Greydawg

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I agree. I'm not saying it's BAD technology, but it's just like putting a little salt on a good steak------it doesn't make a crappy steak taste good, it just makes a good steak taste a little better. In other words, if the game itself looks like these previews, I don't think any amount of non-scripting or physics specialization will make this game go from being ok to being revolutionary...

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senjutsu

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good looking physic engine! I hope they put a lot more to the game then only boosting physics though.. I mean, he just punched the same move again and again, the only difference was the manner they break their bones or hit something or fall from somewhere.... they should pu a lot more and the combat, if it's mainly hand-to-hand at least.

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alimn1984

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What do you mean by "Animation out, simulation in" This topic is completely funny(wrong) Simulation does exist since long years a go but now It's more complete. And Simulation is one of the Animation tools. These are all Animations,,,Programming, Animation(Computer Graphics) and etc Or in another word CG and IT are making our games... Developers are making their games by the help of today softwares and hardwares ...and Simulation Option is one of those certain options that all new great Animation Softwares have. -Regards

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Stickman116

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This game looks and moves terribly. Physics are terrible and the animations and reactions are so floaty and fake... Please make it better.

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_Sam_

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I forgot about this game

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dragonrul55

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Must...Know...Release...Date...!! This is going to be really awesome!! So Awesome words can't describe it!!

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SLIM10480

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this is a great thing that these guys are trying to do. i really hope they can fully pull this off. if this happens then we are looking at the future of video game development.

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jaefrmbk2k

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jesus

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mastermind89

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teknocrack and Shiftus seem to have grasped this point entirely. just after reading this article im hyped up for these games. Knowing how intimate a connection people can grow with characters ( mine were god of war and RE4) different, new and inivative interactions with each scenario sounds like the best concept i've heard of in years, next to the wii

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teknocack

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Obviously, xts3 has missed the point entirely. If this kind of design philosophy takes hold (and it will), then the random factor will be the players, and not the random selection of canned sequences that developers use today.

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xts3

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This technology won't be a big deal, the complex interactions must worked out first it will take a long long time before it will be interesting. Fact is you get different games everytime in a multiplayer game with REAL people. Unless you can artificially generate captivating stories and sequences with the voice acting, action and dialogue to go with them in real time I doubt this will have a serious effect other then "different sets of random bad guys come at you every time you play the level" this is no different then some games that throw random sequences of enemies at the player.

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Shiftus

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Okay, for Martyr and Greydawg... So you really don't see how fantastic this technology is? You don't think that the ability to play through sequences in different ways every time is exciting? Even on a most basic level or scenario, the technology has given that game greater longevity and challenge than if it had been created using pre-set animations. For example, who's to say there will always be a clear-cut, obvious method to beat a boss governed by Euphoria coding when that boss enemy can react on the fly to changing situations and keep you on your toes? Think of it this way- for the first time in a long time, developers like LucasArts are creatively thinking of ways that the software itself can be revolutionary, instead of just the hardware.

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Martyr

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isnt that ragdoll physics?if it isn't, i don't see the difference between them - ive seen games with better physics years ago!

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Greydawg

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I'm still not sold on it being so revolutionary. I understand what it will do, but to be honest, when I was playing Half Life 2 and I threw an explosive barrel towards a group of enemies, it always seemed to be different. But it's scripted? When you're playing the game, I just don't see the difference yet. I see that there IS a difference, just not that we would recognize it while we were playing.

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GreeN-StorM

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not intersting to me after all =P

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theKSMM

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is exactly the type of thing I think of when I hear the term "next-generation gaming." I mean, the eye candy is great, but quite frankly I'm still impressed with the visuals of many "current-gen" XBOX/PS2/GC games. But give me a deformable environment and hundreds (not just dozens) of NPCs moving about realistically at once, and you'll really have my attention.

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paulyfknt

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the game looks rly good so far but i hate how the bad guys fall as if you threw a rag doll they just flop

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ObiKKa

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SilV3RSix "... Game designers have been talking about moving away from scripted sequences for years. Duh..." Well, if you're referring to singleplayer games/modes that are unscripted, then that's already been done many times before, like the custom-made maps in strategy games like the Galactic Civilizations, and Civilizations series. It's just that it's probably impossible to do so with story-driven games. No need to ramble about it. Greydawg "...but I still don't understand how this technology will function any differently from an engine?" Because a true engine consists of everything that are required (but not all) to make up or execute in the whole game, like graphics, sound, coding for AI, gameplay, multiplayer/network, & more, physics, animation, and extra features like playing rendered movies & in-game cutscenes, user editing tools, etc. This combination of physics-driven tools that Lucasarts have at their disposal is just that - it can be incorporated as PART of a game engine, not an engine itself. "Ok, so it's not scripted, but how can you tell the difference when you are actually PLAYING the game?" Yeah, good point, and that makes me realise that this game would probably be a hard sell to the casual gamers who don't read the previews & interviews like we hardcore gamers do (translation - YOU hardcore gamers have to buy this game for yourself and/or as a present to the casual gamers in order to support Lucasarts' revenue, lol. Mainstream game store clerks are total dweebs!). But still, while they may not notice the fact that the "animation" is almost or fully physically simulated, they probably will notice that things breaks & deforms in different ways each time.

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LikwidX3

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i can see this being very important very soon, varying gameplay can always lead u back to your games to give them another spin. this idea is good. new ideas like this and the wiimote should come more often, but ya kno, money doesnt grow on trees.

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Greydawg

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Another thing, I couldn't place my finger on it until now. Ok, so it's not scripted, but how can you tell the difference when you are actually PLAYING the game? In other words, when you do throw a guy against a car, it only looks dynamic when you compare it to throwing the guy against the car again, and again, but with different results. However, when you're just playing the game, would anyone really be able to notice the difference? It sounds like a technical achievement, but for casual gamers in particular, I don't think most people will actually notice, you know?

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tharealdeal20xx

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This sounds great, I believe what they are saying here is that the AI will chose what to do and adapt versus being given a set of instructions. But in all it is still scripted because you have to program the attitude of the AI I would conclude.

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Greydawg

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Murpheus007,. I see what you are saying about Half Life 2 being "scripted" from within the engine, but I still don't understand how this technology will function any differently from an engine? I'm not debating whether or not this thing is "better" than the HL2 engine, that's not the point. I am just confused as to what it really means? Is still SOUNDS just like an engine, and I have never seen an engine being used in tons of games, no matter how grea the engine is (HL2's engine is just a good and recent example). Can anyone explain this to me?

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anamnawshad

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Watch the video! It's awesome! :o

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diablo1000000

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This sounds ace - true 'next gen' gaming will be on the fly, random events each time you play the game - where the game reacts to your actions. This sounds very promising!

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jakeboudville

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nice

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SnuffDaddyNZ

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ILM worked on Agony by Psygnosis for the Amiga.

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SnuffDaddyNZ

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I calculated in 1998 that in 2010 we could have realtime (scanline) raytracing in videogames. I made my calculation based on how long it took Cinema4D to render a single frame. Before we get to excited though we should keep in mind that the effects in Star Wars Episode III took ONE YEAR to render on a renderfarm, and that it would take a single PC SEVEN HUNDRED YEARS to render all the effects from Episode III - this is a fact taken from an article on SW.COM. So the answer to will we be getting movie quality effects soon, is NO. But you will be getting photo-realistic renderings in 2010 if developers are prepared to sacrifice complexity of scenery. That's one of the problems I see with current 3D gaming. Along with desire to improve the quality of the visuals developers also are making their polygon counts higher, so you end up chasing a pot of gold at the end of a rainbow.

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adijan

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awesome

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paulyfknt

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so are they saying prety soon within the next few years we can get graphics that almost compare to cg animated movies? ware we need more motion cap tureand less freehand animation?

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Lurkero

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Sounds interesting, but it doesn't matter if the overall game sucks. Hope they can pull it off.

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EBWCLIF

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Very nifty.

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Jypson44

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sweet

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nintendorocks

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Advancment in AI is always great. And this looks great. I hope LucasArts can use this new technology well.

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joeamis

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I read about this stuff months ago in GI, and it truly is phenonemal, at least on paper. This is one of the next steps in the evolution of gaming, I hope they implement it well.

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Murpheus007

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GreyDawg, I think you're missing a very fundamental point here. The difference is that Half Life 2 is incredibly scripted. It will happen the same way every time you play it. They are talking about circumstances being the same, the action will be different. Valve just did an amazing job of flowing the story along with absolutely no cut scenes. I for one am excited about the prospects that brings for replayability of any action game. The next 10 years in gaming are gonna be SWEET!!!!

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rokkuman09

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That engine is awesome

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buruburu

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endorphin physics engine/tool... they've been talking this up a bit. It IS impressive, for sure. the company site: << LINK REMOVED >>

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Sabtura

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this is what games need.

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shockwave04

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I watched th Indiana movie and it looks awsome.

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Greydawg

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DMWhiteDragon, Yes! Dark Messiah is a great example! I still don't understand why more games don't use such a great engine. However, what I still don't understand is what they are talking about in this article? Is it an engine, or at least similar to an engine? How does it differ enough for them to say that it will be a major proponent in so many games in the future? To be honest, personally, I think Half Life 2 put the package together better than what this Indiana Jones footage seems like, but that might not be the fault of the engine...or whatever it is...

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DMWhiteDragon

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Greydawg Because it takes a long time to make a game... takes very talented developers... takes a great game concept that suits the engines potential (not racing for eg)... and they have to be willing to buy an engine rather than make their own (buying isn't always cheaper)....also when they need it to work a certain way editing someone elses engine can be a very long task even with their help. One game that is using the HL2 engine *very* well however is Dark Messiah... play the demo is you havn't yet :) very fun. Great use of physics for almost everything including fighting very nice art and the game overall just plays great

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comthitnuong

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i remember the other indiana jones game....at least i think it was indiana jones..

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