*Sigh*
Okay well there's a simple and boring reason reason bethesda would not purchase rights to Gamebryo (at least for the purposes of continuing to develop it). Emergent is the second company to fail to make Gamebryo profitable. They started turning a small profit this year finally, but have lost 30-40 million during their stewardship of the technology. Even if one were to assume whoever purchased the property could hold on to all existing clients and convince as many to re-purchase as would have before the sale- Bethesda is long out of practice and has long since steered their business model away from in-house engine creation let alone engine creation as a licensed IP. This would be like Riadioshack buying up the inventory of an electronics component wholesaler or hardware store chain. Yeah they used to sell all the component parts you'd need to build or repair any number of electronics yourself but they realized they couldn't make money doing it anymore so why would they buy up the inventory of a bankrupt parts wholesaler right? But that's a boring explanation and I feel the need to ramble more. If I stopped there people might actually have the patience to read my whole post; I simply will not allow that.
Wrote a huge essay on the subject but just a second ago I accidently hit "CTRL+R" instead of "CTRL+Y." My lack of fluence with keyboard editing shortcuts saves you all from listening to a 3000 word rambling essay where I pretend to know what I'm talking about. Since I don't have the will to retype what I consider to have been my magnum opus of "talking out of my ass" I decided to write this rambling introduction to the uncharacteristically concise response to follow.
Bethesda decided to license Gamebryo because it found the prospect of developing an engine internally to be bother undesirably and increasingly expensive. They'd likely purchase the rights to Gamebryo if the price is right for the the sake of projects to be released in the medium term of about 5 years or so - for which they may consider the current version (2.6) to be acceptable. This would also likely be for the sake of DLC for those projects - for which licensing is often not finalized (agreements associated with right to sell commercially as opposed to development support) until shortly before its release.
After that though, version 2.6 will no longer be sufficient even if dated engine technology was considered to be perfectly acceptable. This is because in considerations of time frames greater than 5 years one is forced to consider new major platform releases such as the next windows or follow on to the current generation of consoles. Long term compatibility of the current engine is not only not-guaranteed for these but, in the case of the consoles, not necessarily even likely. So, at some point when those distant projects enter the earliest stages of development, they will have to either decide to do all the things they decided to get away from when the chose to license the Gamebryo engine or they will have to chose a new engine to learn to create games for.
What they decide at that point will be determined by whether there is an acceptable alternative to the Gamebryo engine for the kind of games they make and how heavily they weigh the potential costs and risks of developing an engine internally. Given how long their development cycle is though, they may have to make this decision very soon. If the IdTech engine is the best alternative (and they have very publicly stated they do not consider it to be an acceptable one) then I don't imagine they will have an easy time of it.
Yeah, that was me being concise. Sad.
Okay well there's a simple and boring reason reason bethesda would not purchase rights to Gamebryo (at least for the purposes of continuing to develop it). Emergent is the second company to fail to make Gamebryo profitable. They started turning a small profit this year finally, but have lost 30-40 million during their stewardship of the technology. Even if one were to assume whoever purchased the property could hold on to all existing clients and convince as many to re-purchase as would have before the sale- Bethesda is long out of practice and has long since steered their business model away from in-house engine creation let alone engine creation as a licensed IP. This would be like Riadioshack buying up the inventory of an electronics component wholesaler or hardware store chain. Yeah they used to sell all the component parts you'd need to build or repair any number of electronics yourself but they realized they couldn't make money doing it anymore so why would they buy up the inventory of a bankrupt parts wholesaler right? But that's a boring explanation and I feel the need to ramble more. If I stopped there people might actually have the patience to read my whole post; I simply will not allow that.
Wrote a huge essay on the subject but just a second ago I accidently hit "CTRL+R" instead of "CTRL+Y." My lack of fluence with keyboard editing shortcuts saves you all from listening to a 3000 word rambling essay where I pretend to know what I'm talking about. Since I don't have the will to retype what I consider to have been my magnum opus of "talking out of my ass" I decided to write this rambling introduction to the uncharacteristically concise response to follow.
Bethesda decided to license Gamebryo because it found the prospect of developing an engine internally to be bother undesirably and increasingly expensive. They'd likely purchase the rights to Gamebryo if the price is right for the the sake of projects to be released in the medium term of about 5 years or so - for which they may consider the current version (2.6) to be acceptable. This would also likely be for the sake of DLC for those projects - for which licensing is often not finalized (agreements associated with right to sell commercially as opposed to development support) until shortly before its release.
After that though, version 2.6 will no longer be sufficient even if dated engine technology was considered to be perfectly acceptable. This is because in considerations of time frames greater than 5 years one is forced to consider new major platform releases such as the next windows or follow on to the current generation of consoles. Long term compatibility of the current engine is not only not-guaranteed for these but, in the case of the consoles, not necessarily even likely. So, at some point when those distant projects enter the earliest stages of development, they will have to either decide to do all the things they decided to get away from when the chose to license the Gamebryo engine or they will have to chose a new engine to learn to create games for.
What they decide at that point will be determined by whether there is an acceptable alternative to the Gamebryo engine for the kind of games they make and how heavily they weigh the potential costs and risks of developing an engine internally. Given how long their development cycle is though, they may have to make this decision very soon. If the IdTech engine is the best alternative (and they have very publicly stated they do not consider it to be an acceptable one) then I don't imagine they will have an easy time of it.
Yeah, that was me being concise. Sad.
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