> I really fail to see why anyone would WANT to be forced into using a
> scripting language. Scripting languages are the equivalent of Visual
Basic.
> And the developers of Unreal Script created UnrealED with Visual Basic.
>
> I find that hilarious.

Anybody that has ever tried to modify/extend UnrealEd would find that
comment hilarious.  UnrealEd is NOT Visual Basic.  UnrealEd has it's own
bizarre confusing GUI API (in order to make it cross platform compatible
(Windows/Linux/Mac/Playstation2/Xbox/Gamecube).  I've seen the Unreal engine
source code and it ain't pretty (but it is mighty damn efficient and VERY
stable since it's been in use for years).

Tim Sweeney is a pretty sharp guy.  I'd rank him right up there with John
Carmack on game engine programming skills.  Unreal Script (created by Tim)
is simple, yet powerful, minimal, yet extensible and one of the biggest
advantages to Unreal Script is that it doesn't require you to buy any
expensive compiler or development tools to create a MOD (or a simple
mutator).  Someone can create a mutator for a weapon in just 5 minutes
following a good tutorial on the Internet.  It takes me twice that long just
to install Visual C++ (nevermind the time it takes to load a workspace,
modify a source code file, recompile the DLL, fix any syntax errors,
recompile again, then test out my changes).

There are a variety of reasons for using a scripting language (in any
environment).  Ease of use (good for beginners), no expensive/complicated
tools are required, they limit what the end user can do (which is actually a
GOOD thing for beginners to help prevent them from shooting themselves in
the foot), and they can be cross platform compatible (which reduces
development time if you have to support many different platforms and makes
your game available to a wider audience).

There are many bad reasons for using a scripting language as well.  They
aren't as efficient as native code (compiled machine code).  They aren't
always easy to interface to 3rd party libraries.  They are often more
difficult to debug and/or profile.  They require more time and effort by the
game developer to create them up front than using a non-scripted language
would.

Ultimately it comes down to a question of how easy do you want it to be for
your game customers to be able to extend your game.

I think Valve made a good choice in using DLLs instead of QuakeC or
something similar for Half-Life.  I think Epic made a good choice in using
Unreal Script for Unreal, Unreal Tournament, Unreal 2K3/Unreal Championship
and Unreal 2,(notice Epic has put out 4 games in the time Valve has put out
1, makes you go "Hmmmmmm.").  Each game has a specific type of MOD community
and people develop MODs for those games partly because of the environment
that's available for creating modifications.  Each group has things they
like and things they don't like.  One is NOT exclusively better than the
other.

Jeffrey "botman" Broome

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