Steve Hornback - 3DRealms
For one thing we changed game engines in midstream from Quake's to Unreal's. Creating games has also become so much more complex compared to those early days. Cosmo was created by two people (Todd Replogle and me) in seven months. Now we have a team consisting of our project leader, 2 programmers, 6 mappers, 3 artists, 3 modelers, a concept artist, a sound guy, and others. Also, 3D Realms' goal is to put out the highest quality game in the world. You can't achieve that by rushing to a deadline.
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I\'m sorry, but Unreal engine games just cant compare to all the stuff coming out using the Quake3 engine.. 3DR is screwed before they even come out. At least for the crowd that can appreciate visuals.
Just slap a bunch of tits in there though, and it will sell.