The reason I listed all of the Halo series as examples is because it is one of the largest game franchises in existence right now, falling only behind Call of Duty, who (imagine this) uses its own custom game engine. Now I'm not saying, and never did say, that companies don't use game engines. I'm saying that a lot of them will first develop an in-house engine for their games and subsequent games coming from them will use that same engine. For example, the list of games that use Source, as you showed me, are mostly developed by Valve (and they are ALL published by Valve). Valve developed Source as an in-house engine, and now the majority of their games use it -- imagine that. But again, I was never arguing that game engines aren't used (of course they are), just that a lot of firms will develop their own in-house engine first and then use those engines for subsequent publications and developments. Valve (Source), Microsoft, Infinity Ward, Epic Games, Bungie, Crytek, Ubisoft, etc. They all developed in-house engines for their games, and now they use these engines for their own publications and development.--
But really, my main point was that you seemed to think that hardly any work went into making a game. I would argue that it's one of the most complicated and time consuming programming jobs out there. But as long as you understand that, then we're all good.
On 8/3/2011 3:22 PM, Sina Bahram wrote:
the Source game engine is responsible for the Garry's mod physics sandbox, but also for these rather notable games:Counter-Strike: Source Half-Life 2 Day of Defeat: Source Left 4 Dead Left 4 Dead 2 Team Fortress 2 Vampire: The Masquerade - Bloodlines Dark Messiah of Might and Magic Dino D-Day Portal Portal 2 beat-em-up Zeno Clash Vindictus