Wednesday, 26th October 2011 at 3:30 pm
Develop: Is there anything you want to do differently for Unreal Engine 4?
Mike Capps: Well, the thing is, what were doing with Unreal Engine now is a lot different to what we were doing about seven years ago when we first started using the tech. There was no Unreal Development Kit even four years ago, and I think its been real successful in getting people used to our technology.
Should we have done that from day one with UE3? Yeah, maybe.
Im not sure if were going to do it straight away with Unreal Engine 4, but if you look at what we do now with UE3 yknow, push a button and your game is built for mobiles we could have done that before and we didnt spend much time on it. How much that will figure into Unreal Engine 4 is up to us.
I would like to have a vertical solution for our tech to be useful for mobile projects and triple-A projects. In the past few years I think weve learned a lot about our technology and how it works for indie studios. How our tech works for iPhone games, for high-end triple-A studios and for a couple of guys who make a cool UDK game over the summer.
Were going to apply all these lessons weve learned with Unreal Engine 4, and I think youre going to see a lot of difference with UE3 within the first six months from launch.
And the other thing Ill call out; I want Unreal Engine 4 to be ready far earlier than UE3 was; not a year after the consoles are released. I think a year from a consoles launch is perfectly fine for releasing a game, but not for releasing new tech. We need to be there day one or very early. Thats my primary focus.
For us as a game-maker, we arent keen on shipping games day one because theres not much of an install-base, or at least not one as big as its going to be. But with engines, thats a different story. We want to deliver our tech as early as possible even though our first big marquee game might not be on there for twelve or even twenty-four months from a consoles launch.
Develop: What do you want from the next generation of systems?
Mike Capps: I think its very important that a gamer sees an Xbox Next or PlayStation Next and can clearly see the tech is not possible on current consoles. Otherwise they wont be a success. And thats a very tall order. I mean, PS3 is still very bad-ass Heavy Rain looks great. To blow that away we need the hardware to do it.
I think another thing thats changed is the way people are willing to spend their money. Consoles need to adapt to this. Game revenue has moved to the service model and the microtransactions model. Consoles need to start being comfortable with that. They need to be able to do something where small virtual items can be sold and bought for 20¢ without a long certification process and a price approval process.
Right now were not even allowed to change the prices of virtual content. Were not even allowed to set the prices. I just dont think this protectionist approach is going to be successful in a world where the price of virtual items changes on a day-today basis.
Double-A games will never come back unless we get rid of this notion of a game being $60 or not released. The console manufacturers need to let this happen. The best way of driving developers to PC is telling them they have no freedom in what prices they can set for virtual items. It would be great to have the level of freedom that, say, Steam gives you.