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iD tech was already floundering before the acquisition. I obviously don't fault JC for taking the bag.

Unreal was always far cheaper and way better supported than iD tech. This is something iD got very wrong from the very beginning. iD was "give us 500k, here's a cd rom, and never talk to us again." Epic was considerably less (I forget exactly but I want to say 100k), and was all "ok, here's the email list, here's the news group, here's the IRC channel, and here's some folks you can talk to when you get stuck."

All the Unreal licenses collaborated and helped each other underneath Epic's umbrella. iD licensees had to do again working around iD's hostility/apathy.

There was no comparison in the quality of the toolchains either. Quake's kit did the job, but with a ton of flaky behavior and horrible UX. The BSP code had so many numerical issues level designers were constantly reworking stuff to prevent leaks. Unreal was an absolute dream in comparison.

Cliffy B sending you unsolicited porn pics over IRC was more of a "perk." /s

Source: was contracted on an Unreal port to the Playstation 1 by Infogrames back in the day.

Again, JC is one of my personal heroes, but I think people are reluctant to point out he got a lot of stuff just wrong vs choices others made. His tendency towards contrarian independence is a double edged sword.




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