1) It's almost impossible to make a bug free game. The important thing is to release the demo early and polish as much as you can. And keep patch the game after the release. I am not judging UT3 but compare how they did for ut2k3 with an ut2k4, you know what I mean
2) As EPIC always say they are a small company, I think we need to understand when they put a lot effort in Gears and UE3 it was unlikely UT3 got as much attention as previous UT. It was a good choice for EPIC as you can see how successful both UE3 and Gears are. And these things happen! So relax guys, a great game needs great design, enough manpower, enough project time and enough budget, all things have to come together at the same time. It's really very difficult.
3) But that does not mean UT3 was OK or we can ignore the wrong things have been done.
4) UT has its PC root but that doesn't mean it can't be done right for consoles. It just means UT's original characteristic is more feasible for PC and when port to a console, UT should be entirely REDESIGNED!!! And the PC version should remains PC-oriented. Unfortunately that didn't happen in UT3 project. The console version of UT3 looks just like a simple port from the PC version. And we can imagine in order to save time and workload, they had to design the menu systems and some other features like that. They wanted one set of design for 3 different consoles. And the result was big awkward.
5) They forgot how cool UT99 was, and replaced that cool and awesome style and atmosphere with super detailed polygons and NORMAL MAPS! Yup new engine features like normal maps, post process are always welcome but don't use UT simply as an engine demo to showcase how a modern space bulky marine shooter can be. UT was supposed to be very unique, very stylish, very neat yet sexy and along with gimmick and surreal, all these piece together UNREAL. But UT3, it looks like a colorful Gears in which a player can carry more than 4 weapons and be able to jump. The most UT-ish things in this game are only the music, weapons and basic movements.
6) So is that possible to make a new UT right? Of course. Here is my idea what they can do to make it possible:
- A new art director who knows what original UT feels like or get back the original one
- The console versions need another team to focus on. Choose designers wisely for the PC team.
- Don't treat UT as an engine demo. UDK is already there. So forget about how much normal maps or displacement maps or details or realtime reflection you need to add to this game. Try as much as possible to bring back the unique atmosphere and style from the original one. Try something neat and simple so that they are easy to make but still very cool. Try more SFX than polygon details (as least don't dump meshes everywhere to make the game super detailed so that they can look like another BF3 or Crysis).
- Save time from making super detailed visual stuff and put more effort into cool and brand new gameplay elements, and design the most straightforward and user-friendly interface as you can
- Every map has its unique settings and themes. Don't bother to design stuff like "they are all located in the same planet and have consistent style". UT is not Halo, not Crysis. The arenas in UT should be set up in different planets or even different universes. Just bing us something we can't imagine and when we see it our minds will get blown away. That's the value of this title. I am sure there are plenty of cool ideas can be done and so far we don't see other shooters have tried.
- Story or no story, that's no big deal as long as the gameplay is solid and very cool and fun.
- Weapons, movements, game modes, as long as they are fun and cool, don't worry too much about the balance, as it always has problems and needs to be tuned after the game is released. We play ut for fun, plz don't try to mimic another quake (like what ut2k3,4 did)
- Don't think too much about competitive gameplay in the first place. If a game is cool and fun, it can always to be modified to a more balanced version so that those esport fans can be happy. So let's focus on fun first which itself includes basic balance already.