Ok, I was mainly coming from the angle of playable, humanoid creatures, where it would have been a tad more complicated than the GalCiv2 ship builder, but completely doable.
I remember, way back in the early days of 3D, developers were actually citing the simplicity of creating content for 3D vs. 2D as a major advantage - while in 2D artists had to draw actual sprites from multiple directions, and if the same dude should be copied with a different piece of armor or holding an axe instead of a sword, the complete set of sprites would have to be redrawn, whereas in 3D, these modifications would be very simple.
Every technology has it’s advantages and disadvantages, no doubt about it, and especially for a wide array of summons, a large amount of modelling would have to be done, but still - non-professionals do this all the time for non-profit modding projects, so I can’t say I’m willing to accept that as an excuse. Heck, they might have even outsourced part of the whole thing to modders in the first place by allowing imported models in the early betas and taking the best community-created-from-scratch models straight into the game.
It’s the same as the discussion with Brad himself a couple of dozen pages back about magic, where he said it was too hard to teach the AI to use more elaborate spells, so there wouldn’t be any in Elemental.
That ain’t the correct approach, in my book.
As you wrote yourself - if you’re not up to the task of filling your “Strategy variant of the Source engine” with content for your flagship title, maybe you shouldn’t develop it in the first place.
Edit: Essentially, it’s - like multiple people have pointed out in this very thread - an inherent problem of Brad’s approach, thinking creating an engine would take 95% of the development time and everything else would then quickly fall into place.
Even if you gave the source engine - finished as it is - to a small studio, but stripped bare of all textures, animations, models, sounds etc., I’m sure it would take them quite a while to make a decent FPS with it, despite the engine being finished from the get-go.
rezaf