(Almost) The Infinity Engine, Open-Source And Cross-Platform

Technically, GemRB isn’t the actual Infinity Engine. What it is, though, is “portable open-source implementation of Bioware’s Infinity Engine”, the engine that powered the Baldur’s Gate and Icewind Dale games, as well as Planescape: Torment.

Here are the listed features:

  • Runs the Baldur’s Gate, Icewind Dale and Planescape: Torment games
  • Cross-platform: runs on Windows, OS X, Linux, *BSD, Android, iOS and more
  • Open source under the GPL
  • Nearly feature-complete
  • Usability innovations, including touch based input
  • Extensible plugin-based design that removes many limitations of the Infinity Engine

Now, that right there is cool in and of itself. I mean, who doesn’t want to have the ability to play Planescape on his or her iPhone or Android device?

But, as GameBanshee points out, there’s a bit more to GemRB than just the ability to play Infinity Engine games on multiple platforms.

But let’s not let the real promise be obfuscated by yet another play-through of those classics — GemRB can be used to build an entirely new Infinity Engine-based game:

While it would be great to focus development on one game at a time, ideas often occur for other games that are just too good to let go. This section is for those ideas, so that they can be recorded and not lost. If you’re submitting a completely new idea, it might be good to see if your idea can eventually be incorporated with an existing project in some way, in effect bringing to bear the best traits of both. If you’re going to hassle about licensing issues, please license your content under the GPL 2 to allow the greatest utility to the GemRB project… If indeed, you want GemRB to use it.

New game development should be modeled off the game template, this gives you an outline and a couple questions directing you where to start creating an entire world, it’s inhabitants, and major events. Other, more realistically ambitious templates include: Plots, Characters, Locations, Items, and Capabilities.

If you’re filling out a template, you should fill out the sections relating to the idea you’re adding and then provide appropriate links to the ideas in the other sections (if you’re making a character, fill out the character information, but just provide a link and short description to the town the character lives in – fill out the town’s information on the town’s own page).

Someone, somewhere, please take this and run with it before EA realizes the implications it might have. I will be indebted to you and will buy multiple copies of your game. Thank you.

Does anyone think this might be useful for…say…an Ultima-themed project?

8 Responses

  1. Nice find. I’m going to look into it a bit and add it to my article on the Lycaeum. I have fond memories of those games.

  2. Sanctimonia says:

    That’s pretty amazing. Hopefully this will help create more Ultima projects that don’t require some ancient Windows-only game to run. If you stripped out any trademarks or copyrighted art assets you could even sell a game using this engine.

  3. Gunnar says:

    Actually I learned of GemRB as wjp (of exult and pentagram) is/was working on it as well.

  4. Sslaxx says:

    Exult would be pulled for very much the same reasons GemRB would be, if EA decided to take action against it.

  5. Sergorn says:

    Does EA actually has any ownership of the Infinity Engine in any case? Yeah it was made by Bioware… but it only ever got used for Interplay (A)D&D games – so I’d wonder if it might be possible the use of the engine might be tied to Interplay games.

    It seems to be some people don’t grasp that buying a studio doesn’t mean you magically get a hold of all the games/IP said studio did, especially when these games where made for a different publisher with a pre-existing IP. Bioware likely own the IE engine, but they have no ownership of the games they did with it.

    Of course I’m not sure why EA would “take action against it” considering they never bothered with Exult and such… but I guess some EA bashing/paranoia is too tempting.

    That being said…

    I just don’t see this engine working for an Ultima project or bringing much of anything in term fo amateur project and all.

    Why?

    Because really what people seems to be forgetting is that the Infinity Engine worked by having gorgeous 2D backgrounds to serves as the maps, not tiles or things like that. That’s what made the Infinity games pretty to look at… but also so devoid of life and interactivity really.

    And seriously good luck finding the necessary artist to craft these backgrounds to make a full game!

  6. Bedwyr says:

    Sergorn: I agree for exactly those reasons. The infinity engine was used to make very good RPGs but very different kinds of RPGs than the Ultima series.

    Having a dearth of artist volunteers is a problem no matter which engine you use.

  7. Sergorn says:

    True, but finding 2D artists seems even more difficulte than 3D artists.

    Now of course if the engine would allow a game to be sold providing it uses its own art, that would be a different matter altogether for original games… but I see no future for Ultima projects with this engine.

  8. Sslaxx says:

    Wonder if we could persuade wjp to work on OpenMW, too.