If Epic were to really do it right, I would love for them to keep making UT games until the day I die. The problem is that I don't know if Epic's financial philosophy will allow them to make another UT that's actually good rather than just good enough. By good enough I mean a game that excels at certain things but is mediocre overall and suffers from a lack of polish (like UT3). And by polish I mean, among other things, the platform-specific attention that each version of the game should get. For example, many people I know from other games complained about the pisspoor audio in UT3. Not only can the hardware OpenAL setting cause crashes but it seems like the positional audio has been severely gimped. Console players probably won't notice, but diehard fans of the series who have been playing it for years will certainly notice. Whether or not they'll care is another question. Another more subtle nuance of the game that most people won't care about is the netcode. My background is mostly in the Quake series (esp. Q3 CPMA) which is renowned for its smooth, precise netcode. UT3 on the other hand feels choppy and inaccurate. Similar to what I was saying above, Epic made the UT3 netcode just good enough for most people rather than actually good, and it shows. I don't care if it uses 1kb of bandwidth per year if it's not accurate/smooth. I haven't come across someone using dialup to play online in ages... isn't it about time to bring the netcode into the 21st century and sacrifice some bandwidth usage for the sake of improvements?
Another obstacle for Epic is that their games tend to have a lot of focus on demonstrating their own engine technology rather than the game itself. The lack of multiplayer features (UTV, demorecording support, even webadmin wasn't released until months later) shows where Epic's priorities are. If they want to compete with the most popular multiplayer games, they have to support that aspect of the game. This is why I could never see Epic releasing something analogous to Quake Live using UE2 for example - it doesn't help sell engine licenses.
Jeff Morris once said that half of the people playing UT never go online, but I don't think the solution to that is to improve the single player. If you improve the multiplayer component, people will be drawn to it and will probably play the game more than if they only play offline. Online play is just more fun and dynamic, and who knows - they might join clans or start playing with their friends online. As for dealing with "e-jerks", incorporate this concept into the multiplayer features! Add things like individual chat/voice blocking, kickvote (I don't know why this wasn't in UT3), and maybe some sort of lobby where you can meet and set up a duel. The possibilities here truly are endless. When in doubt, look at how much TF2 and CoD4 are doing to enhance the multiplayer experience.
Another area that can't be half-assed is the single player campaign. Either do it right or don't do it at all. The UT3 single player campaign was pretty laughable. Epic admitted that the writing and stuff needed a lot of work, but this goes back to my original point - why release something if you know it has problems? That philosophy needs to change.
I guess my point is that the philosophy demonstrated in
this interview is completely wrong. Valve and Blizzard completely contradict that philosophy and have immensely more successful games because of it. If Epic's focus with the next UT is to keep development costs at a bare minimum, there's no way they can release something that will be a true successor in the series. Period.
At this point I think Epic either needs to do it right or let the series die. People aren't going to keep buying UT if Epic doesn't learn from their mistakes.