WoW, Rappelz, SuN, Skyrim to an extent, etc. Is there a good maker for them, or are they made from scratch? I only have UDK installed, but idk if thats preferable
I have. The interface it's completely annoying. And it's one of those things that claim to have a lot of flexibility and customization with their own easy to learn scripting language! *flashing text goes here* But instead it's a poorly documents scripting language :P
Other than that what you can actually do is kinda limited in terms on how and which "stat points" affect what and such. And since it's been so long since I tried it I can't actually remember if one can import their own models and textures. Pretty sure you should be able to, though.
Other than that it's pretty good as it makes everything for you, including server side stuff, especially for someone who will just stop making the game after 5 days of downloading said program cause honestly making a game, specially MMOs is no task for just one person :P
I have. The interface it's completely annoying. And it's one of those things that claim to have a lot of flexibility and customization with their own easy to learn scripting language! *flashing text goes here* But instead it's a poorly documents scripting language :P
Other than that what you can actually do is kinda limited in terms on how and which "stat points" affect what and such. And since it's been so long since I tried it I can't actually remember if one can import their own models and textures. Pretty sure you should be able to, though.
Other than that it's pretty good as it makes everything for you, including server side stuff, especially for someone who will just stop making the game after 5 days of downloading said program cause honestly making a game, specially MMOs is no task for just one person :P
At the last part, i realize this. I know what i make will either be a game 1% done and abandoned or a completely poor game, but my intent is to learn for when i actually join some team (if i do)
As for realm crater, it seems kinda meh. Id rather to stick to C or a language based off of that, don't feel like learning a new C-language. If anyone has a better suggestion, i might try it. Else id just mess around with FPS/cartoon via UDK but i highly prefer doing mmo-types
I have. The interface it's completely annoying. And it's one of those things that claim to have a lot of flexibility and customization with their own easy to learn scripting language! *flashing text goes here* But instead it's a poorly documents scripting language :P
Easy-to-use editors are very rare. Most mappers don't have any idea how user-friendly the SC2 editor is, compared to any editor you'll eventually use when you're a pro level designer. Editors like the UDK, SC2 editor (or any editor from a Blizzard game), Farcry editor, Bethesda's level editor and such, are very VERY user-friendly. As far as I can tell from my experience, unpopular level editors are usually not even documented when you build your maps, so you have to learn how to use it properly on your own... You have to be careful anyway, any wrong step in this kind of level editor will crash everything. That's why I always advise level designer wannabees to ALWAYS try any kind of level editor they can find. If they want to join the video games industry, they will eventually come across badly designed level editors at some point, so they'd better be prepared.
About MMO editors, I personally don't know any. But I'm not a fan of MMO games anyway, so I never really checked. I know for sure though that the UDK is not optimal at all for MMOGs: The UDK makes highly-detailed maps with lots of data included in the file, and these maps are not designed to allow streaming (you can't play in a map while another one is loading). Loadings between maps are extremely long and "memory heavy" in the UDK, which is strongly not advised for MMOGs.
MMOGs usually use streaming, which means the landscape is split into square sections (cubic, actually) that are loaded whenever you come close to the limits of the current section you're in, without preventing you from playing at the same time. It simulates an endless environnement by loading in memory the closest section(s) in range, which cannot be done in the UDK as far as I know. I'd rather recommend engines such as Morrowind/Oblivion/Skyrim, which are already using a streaming method to display the environment around your character.
So true on the part about user friendly. We don't know how truly easy we have it. Although I disagree on using the engine used in Oblivion/Morrowind/Fallout 3. He can't really create a whole MMO using Oblivion/Skyrim or anything Bethesda has made. That would require so much excess work and it wouldn't even work properly. People have tried to get two players to work and it's really laggy because of the way the game handles everything. You can only script in Oblivion and Skyrim, if you're going to truly mod it you might as well use UDK instead. Although to make a MMO in UDK it would require access to the source code to get past the player limit. Also I believe UDK can load sections at a time. I remember reading about it somewhere in the UDN.
Big World is one of the better engines when it comes to MMO capabilities from what I've heard. There are a lot of engines with the capability to make them. Unity I think can, ShiVa, pretty much any engine that you can modify the networking system has the capability to be used for large online games.
UDK doesn't allow for more than 64 players in any game instance. I have doubts as to whether Epic would even let you release a game with it if you figured out how to bypass that limit. And UDK is capable of level streaming; most major game engines are. It's pretty rare to see a modern engine that won't do so. You could use it for a normal RPG, but not something that really would be defined as an MMO, unless you had many servers that run multiple game instances of 64 players (it would be possible, but it would require you to write custom server architecture to run alongside UDK's network. I would not advise it).
I love how people don't know how amazing UDK is. DC Universe Online is made with UDK. Like I said previously UDK itself can't be used to make an MMO due to the limit but once you buy a some thing, it's not a license as that's the $99 thing, which allows you to use UE3 which is UDK with access to source code. With access to source code you can make your own MMO by altering the source code to allow for more than whatever the player limit is. There are quite a few games that actually use UE3 for an MMO.
The UDK is the most advanced engine to date... and the most expensive too! $2500 PER YEAR, PER DEVELOPMENT SEAT, for commercial use (ie. as soon as you intend to make money out of it, whatever is the amount), which means if you have 5 guys in the team (which is pretty much the minimum required to make a game) it will cost you $12500 already. And I'm not even talking about fees and royalties. I heard a few years ago (when the UE3 was just being released) that it could easily cost 3 million dollars, just to get the licence for AAA games for a year. Here's an interesting article found randomly on the web about both the Cry Engine and the Unreal Engine prices: http://fragileearthstudios.com/2011/10/23/cryengine-and-unreal-for-free/
I assume making a MMORPG "just for your own fun" is not worth, so yes, the UDK is awesome but it's also expensive as hell.
I wasn't really aware about the ability to make MMOGs with the UDK. You still have to code the whole streaming system on your own though, which is pretty much a huge pain in the ass for anyone (even for a team of 10+ Korean guys). I was thinking about Skyrim and such but you're right, the multiplayer side of these games is null so it's not a good start.
The UDK is not expensive and I don't know where you're getting those crazy numbers. If you're selling on the app store these are numbers you would expect to see
Actually I was just looking at it and I think I get where the numbers are coming from. Those are from the 25% royalties you have to pay after passing $50,000. But you can save yourself some money and buy one of their licenses before you reach the $50k and not have to pay the royalties. But if you're even lucky enough to reach 50k then you wouldn't really be worrying about money as at that point an mmo should be paying for itself by then with subscriptions and the game sales. Depending no how you sale the game it will take a long time to even reach $50k as if there's a middle man there will always be some charge which will slow down your revenue of reaching $50k.
EDIT: Look up some frameworks and alter it to your standards. Really I wouldn't have gotten where I am if I didn't look up some framework of code to understand how it's to be done. Does anyone really do anything from scratch now a days?
I love how people don't know how amazing UDK is. DC Universe Online is made with UDK. Like I said previously UDK itself can't be used to make an MMO due to the limit but once you buy a some thing, it's not a license as that's the $99 thing, which allows you to use UE3 which is UDK with access to source code. With access to source code you can make your own MMO by altering the source code to allow for more than whatever the player limit is. There are quite a few games that actually use UE3 for an MMO.
The Unreal Development Kit and Unreal Engine 3 are not the same thing. UDK is a binary release. You do not have access to any of the pipelines you would need for extensive modification. You keep bringing up DC Universe and shit and I keep telling it's not made in the UDK. They have a full UE3 license. They paid Hundreds of thousands of dollars for that license. It is not the same thing; you cannot expect to make something like DCU with just UDK. The difference between them is the source code and probably at least 300 thousand dollars. And even WITH the source code, you're looking at heavy modification to the networking architecture, which I'm guessing you wouldn't know about because all you apparently do is use generic frameworks someone else built.
In response to your second post, you won't be able to AFFORD to buy it until long after you've 50 grand mark. And altogether, UDK isn't even that great. It just has a very large following from the previous Unreal games and Epic's name on it. I fail to see why people keep trying to push it when they don't even know what they're talking about. So with all of this in mind, I'm not altogether surprised that you've never done anything from scratch. I'm becoming skeptical about your ability to even use frameworks at this point... this is like the fifth time you've brought this up somewhere. It's not remotely the same thing, not matter how bad you want it to be.
I don't know where you're getting those crazy numbers.
Your link doesn't tell about the cost of the UDK itself, you need to pay for it per seat per year, PLUS royalties and fees. If you're developing alone your commercial app (and actually it's even worth on I-phone because Apple fees are higher), the cost for the UDK is:
$2500 per work station per year (only if above $50000 worth of sales)
+ 20% of royalties for Epic Megagames (only if above $50000 worth of sales)
+ $99 for commercial use (once)
A warehouse company uses UDK to create an application for employee safety training. They develop it on one computer and then install the resulting application on two computers for their internal employees to use. They require a single UDK development seat license for a total cost of US$2,500 per year, for as long as they use UDK to develop and/or maintain the application.
A team creates a game with UDK that they intend to sell. After six months of development, they release the game through digital distribution and they earn US$60,000 in the first calendar quarter after release. Their use of UDK during development requires no fee. At some point prior to the UDK Application’s release they will need to secure a royalty-bearing commercial UDK license with its US$99 license fee. After earning US$60,000, they would be required to pay Epic US$2,500 (US$0 on the first US$50,000 in revenue, and US$2,500 on the next US$10,000 in revenue). On subsequent revenue, they are required to pay the 25% royalty.
An architecture firm uses UDK to create a live walk-through presentation for their customers. They charge their customers a fee of US$500 for each walk-through. Before they begin to charge customers for the walk-through, they would pay Epic US$99 for a royalty-bearing commercial UDK license. They sell walk-through presentations to 100 customers in the first quarter, bringing in US$50,000 in revenue. No royalty payment would be required to Epic for that first US$50,000. In the second quarter, they sell another 100 walk-through presentations, bringing in another US$50,000 in revenue. They are required to pay US$12,500 to Epic. On subsequent revenue, they are required to pay the 25% royalty.
The guy I met was a computer games professional. I must have confused these numbers with the total cost of AAA games development (salaries included and all that stuff), but let's do a little math here anyway:
Companies developing AAA games have 10+ computers using the UDK. Already $25000 of expenses, just for one project. Make it $75000, because big companies never develop only one game at a time. AAA games are done in one, if not 2 years, which also doubles the cost. We're at $150000, for 3 projects in 2 years. We're just talking about getting the UDK here... Let's say these 3 games sold 1 million copies each, you can basically add $30000 to the total cost, which makes it worth $180000 already. We're not even close to 3 millions, even before euros... but again, we're just talking about the UDK here. Still, this is not cheap at all. This is a very high price and it's explained by the fact that the UDK and UE are the most advanced development tools to date.
Keep in mind it's not both the 2500 per year and royalties. It's depending on the environment. Games are not the same as something an inhouse product (like training seminars).
If you have something you SELL, like a game, then you pay the 25% royalties. They're example just makes it come out to the same amount. 60,000 - 50,000 = 10,000. 25 percent of 10,000 just happens to be $2500.
If you develop an inhouse product, you pay the seat fee.
You pay the $99 regardless if the situation before publishing. You have to pay it even if you're not selling a game or anything (you have to pay it once, not every time you release a game as I recall).
And neither of those are remotely close to the cost of UE3. How many people do you think makes games on the UDK worth 50 grand? Not that many. Even at a hundred grand a year, your game will take over three years after royalties to come close to affording the full license. By that time your sales will probably have begun to drop off so probably significantly longer, if at all. Not that many games have shelf lives of several years...
Not quite sure of this - but aren't all games that use the Unreal Engines have the logo somewhere when the game loads? >.>
I also believe games made with the Unreal Development Kit do not need the logo, and it's logo looks very different... I don't even think it's red. (Just googled, no it isn't)
So - that being said, DCU uses the Unreal Engine 3. Keep in mind - to license UE2 engine you need to pay 200,000 up front. It was on their site years ago when the UE3 was first released. You would have to contact them to get a pricing quote for UE3. Nowadays - I'm not sure about the costs and what not myself, cause I'm not too fond of the engine. I have seen like 6 Korean MMO's make use of the engine so far.
Quote from Enexy:
Not quite sure of this - but aren't all games that use the Unreal Engines have the logo somewhere when the game loads? >.>
I also believe games made with the Unreal Development Kit do not need the logo, and it's logo looks very different... I don't even think it's red. (Just googled, no it isn't)
So - that being said, DCU uses the Unreal Engine 3. Keep in mind - to license UE2 engine you need to pay 200,000 up front. It was on their site years ago when the UE3 was first released. You would have to contact them to get a pricing quote for UE3. Nowadays - I'm not sure about the costs and what not myself, cause I'm not too fond of the engine. I have seen like 6 Korean MMO's make use of the engine so far.
UDK does. Not sure about UE3. You have to have the logo on the box if it's physically distributed and you also need a splash screen of their logo. You need to do that with a lot of licensed software though.
The price for the engine varies depending on how much money you have usually.
No wonder so many shooter games feel worse than the gold-standard CS... they're all based on the unreal engine lol.
Anyway, I really have to agree about the SC2 editor being very user friendly compared to other tools. Even Valve's hammer editor (which is really more of an architecture tool) is more difficult to learn (or less friendly I should say).
It's a shame, actually, how unfriendly so many tools are. We need more Steve Jobs' in this world to design things well. However, the WC3/SC2 editor is a big step in the right direction. It really lets you do the things you want to do, while hiding all of the crap like network programming (I'm mostly referring to the trigger editor). I guess the price of that, though, is you can't make an MMO or hit-box based FPS.
WoW, Rappelz, SuN, Skyrim to an extent, etc. Is there a good maker for them, or are they made from scratch? I only have UDK installed, but idk if thats preferable
@illidans911: Go
Skyrim isn't exactly what I'd call an MMO.
@illidans911: Go
Why?. You want to make an mmo? ;p
@illidans911: Go
There's one called Realm Crater, which makes MMORPGS. But I've never used it, just heard of it.
@zeldarules28: Go
I have. The interface it's completely annoying. And it's one of those things that claim to have a lot of flexibility and customization with their own easy to learn scripting language! *flashing text goes here* But instead it's a poorly documents scripting language :P
Other than that what you can actually do is kinda limited in terms on how and which "stat points" affect what and such. And since it's been so long since I tried it I can't actually remember if one can import their own models and textures. Pretty sure you should be able to, though.
Other than that it's pretty good as it makes everything for you, including server side stuff, especially for someone who will just stop making the game after 5 days of downloading said program cause honestly making a game, specially MMOs is no task for just one person :P
Thats why i said "to an extent"
.... No? o.o
At the last part, i realize this. I know what i make will either be a game 1% done and abandoned or a completely poor game, but my intent is to learn for when i actually join some team (if i do)
As for realm crater, it seems kinda meh. Id rather to stick to C or a language based off of that, don't feel like learning a new C-language. If anyone has a better suggestion, i might try it. Else id just mess around with FPS/cartoon via UDK but i highly prefer doing mmo-types
e/ double plus makes the text green?
Easy-to-use editors are very rare. Most mappers don't have any idea how user-friendly the SC2 editor is, compared to any editor you'll eventually use when you're a pro level designer. Editors like the UDK, SC2 editor (or any editor from a Blizzard game), Farcry editor, Bethesda's level editor and such, are very VERY user-friendly. As far as I can tell from my experience, unpopular level editors are usually not even documented when you build your maps, so you have to learn how to use it properly on your own... You have to be careful anyway, any wrong step in this kind of level editor will crash everything. That's why I always advise level designer wannabees to ALWAYS try any kind of level editor they can find. If they want to join the video games industry, they will eventually come across badly designed level editors at some point, so they'd better be prepared.
About MMO editors, I personally don't know any. But I'm not a fan of MMO games anyway, so I never really checked. I know for sure though that the UDK is not optimal at all for MMOGs: The UDK makes highly-detailed maps with lots of data included in the file, and these maps are not designed to allow streaming (you can't play in a map while another one is loading). Loadings between maps are extremely long and "memory heavy" in the UDK, which is strongly not advised for MMOGs.
MMOGs usually use streaming, which means the landscape is split into square sections (cubic, actually) that are loaded whenever you come close to the limits of the current section you're in, without preventing you from playing at the same time. It simulates an endless environnement by loading in memory the closest section(s) in range, which cannot be done in the UDK as far as I know. I'd rather recommend engines such as Morrowind/Oblivion/Skyrim, which are already using a streaming method to display the environment around your character.
@ZealNaga: Go
So true on the part about user friendly. We don't know how truly easy we have it. Although I disagree on using the engine used in Oblivion/Morrowind/Fallout 3. He can't really create a whole MMO using Oblivion/Skyrim or anything Bethesda has made. That would require so much excess work and it wouldn't even work properly. People have tried to get two players to work and it's really laggy because of the way the game handles everything. You can only script in Oblivion and Skyrim, if you're going to truly mod it you might as well use UDK instead. Although to make a MMO in UDK it would require access to the source code to get past the player limit. Also I believe UDK can load sections at a time. I remember reading about it somewhere in the UDN.
Big World is one of the better engines when it comes to MMO capabilities from what I've heard. There are a lot of engines with the capability to make them. Unity I think can, ShiVa, pretty much any engine that you can modify the networking system has the capability to be used for large online games.
UDK doesn't allow for more than 64 players in any game instance. I have doubts as to whether Epic would even let you release a game with it if you figured out how to bypass that limit. And UDK is capable of level streaming; most major game engines are. It's pretty rare to see a modern engine that won't do so. You could use it for a normal RPG, but not something that really would be defined as an MMO, unless you had many servers that run multiple game instances of 64 players (it would be possible, but it would require you to write custom server architecture to run alongside UDK's network. I would not advise it).
@Varine: Go
I love how people don't know how amazing UDK is. DC Universe Online is made with UDK. Like I said previously UDK itself can't be used to make an MMO due to the limit but once you buy a some thing, it's not a license as that's the $99 thing, which allows you to use UE3 which is UDK with access to source code. With access to source code you can make your own MMO by altering the source code to allow for more than whatever the player limit is. There are quite a few games that actually use UE3 for an MMO.
http://www.unrealengine.com/insiderblog/unreal_engine_mmorpgs_in_korea
The UDK is the most advanced engine to date... and the most expensive too! $2500 PER YEAR, PER DEVELOPMENT SEAT, for commercial use (ie. as soon as you intend to make money out of it, whatever is the amount), which means if you have 5 guys in the team (which is pretty much the minimum required to make a game) it will cost you $12500 already. And I'm not even talking about fees and royalties. I heard a few years ago (when the UE3 was just being released) that it could easily cost 3 million dollars, just to get the licence for AAA games for a year. Here's an interesting article found randomly on the web about both the Cry Engine and the Unreal Engine prices:
http://fragileearthstudios.com/2011/10/23/cryengine-and-unreal-for-free/
I assume making a MMORPG "just for your own fun" is not worth, so yes, the UDK is awesome but it's also expensive as hell.
I wasn't really aware about the ability to make MMOGs with the UDK. You still have to code the whole streaming system on your own though, which is pretty much a huge pain in the ass for anyone (even for a team of 10+ Korean guys). I was thinking about Skyrim and such but you're right, the multiplayer side of these games is null so it's not a good start.
@ZealNaga: Go
You're thinking of the UE3, not UDK?
@ZealNaga: Go
The UDK is not expensive and I don't know where you're getting those crazy numbers. If you're selling on the app store these are numbers you would expect to see
http://udkc.info/index.php?title=IOS#Legal_and_Sales
Actually I was just looking at it and I think I get where the numbers are coming from. Those are from the 25% royalties you have to pay after passing $50,000. But you can save yourself some money and buy one of their licenses before you reach the $50k and not have to pay the royalties. But if you're even lucky enough to reach 50k then you wouldn't really be worrying about money as at that point an mmo should be paying for itself by then with subscriptions and the game sales. Depending no how you sale the game it will take a long time to even reach $50k as if there's a middle man there will always be some charge which will slow down your revenue of reaching $50k.
EDIT: Look up some frameworks and alter it to your standards. Really I wouldn't have gotten where I am if I didn't look up some framework of code to understand how it's to be done. Does anyone really do anything from scratch now a days?
@ZealNaga: Go There are quite a few projects based on Unreal Engine 3 in the MMO Market. They just suck gameplay wise. See DCUO for example.
Quote from Keyeszx:
@Varine: Go
I love how people don't know how amazing UDK is. DC Universe Online is made with UDK. Like I said previously UDK itself can't be used to make an MMO due to the limit but once you buy a some thing, it's not a license as that's the $99 thing, which allows you to use UE3 which is UDK with access to source code. With access to source code you can make your own MMO by altering the source code to allow for more than whatever the player limit is. There are quite a few games that actually use UE3 for an MMO.
http://www.unrealengine.com/insiderblog/unreal_engine_mmorpgs_in_korea
----
The Unreal Development Kit and Unreal Engine 3 are not the same thing. UDK is a binary release. You do not have access to any of the pipelines you would need for extensive modification. You keep bringing up DC Universe and shit and I keep telling it's not made in the UDK. They have a full UE3 license. They paid Hundreds of thousands of dollars for that license. It is not the same thing; you cannot expect to make something like DCU with just UDK. The difference between them is the source code and probably at least 300 thousand dollars. And even WITH the source code, you're looking at heavy modification to the networking architecture, which I'm guessing you wouldn't know about because all you apparently do is use generic frameworks someone else built.
In response to your second post, you won't be able to AFFORD to buy it until long after you've 50 grand mark. And altogether, UDK isn't even that great. It just has a very large following from the previous Unreal games and Epic's name on it. I fail to see why people keep trying to push it when they don't even know what they're talking about. So with all of this in mind, I'm not altogether surprised that you've never done anything from scratch. I'm becoming skeptical about your ability to even use frameworks at this point... this is like the fifth time you've brought this up somewhere. It's not remotely the same thing, not matter how bad you want it to be.
Your link doesn't tell about the cost of the UDK itself, you need to pay for it per seat per year, PLUS royalties and fees. If you're developing alone your commercial app (and actually it's even worth on I-phone because Apple fees are higher), the cost for the UDK is:
$2500 per work station per year (only if above $50000 worth of sales)
+ 20% of royalties for Epic Megagames (only if above $50000 worth of sales)
+ $99 for commercial use (once)
Quoted examples from the official UDK license details:
The guy I met was a computer games professional. I must have confused these numbers with the total cost of AAA games development (salaries included and all that stuff), but let's do a little math here anyway:
Companies developing AAA games have 10+ computers using the UDK. Already $25000 of expenses, just for one project. Make it $75000, because big companies never develop only one game at a time. AAA games are done in one, if not 2 years, which also doubles the cost. We're at $150000, for 3 projects in 2 years. We're just talking about getting the UDK here... Let's say these 3 games sold 1 million copies each, you can basically add $30000 to the total cost, which makes it worth $180000 already. We're not even close to 3 millions, even before euros... but again, we're just talking about the UDK here. Still, this is not cheap at all. This is a very high price and it's explained by the fact that the UDK and UE are the most advanced development tools to date.
Keep in mind it's not both the 2500 per year and royalties. It's depending on the environment. Games are not the same as something an inhouse product (like training seminars).
If you have something you SELL, like a game, then you pay the 25% royalties. They're example just makes it come out to the same amount. 60,000 - 50,000 = 10,000. 25 percent of 10,000 just happens to be $2500.
If you develop an inhouse product, you pay the seat fee.
You pay the $99 regardless if the situation before publishing. You have to pay it even if you're not selling a game or anything (you have to pay it once, not every time you release a game as I recall).
And neither of those are remotely close to the cost of UE3. How many people do you think makes games on the UDK worth 50 grand? Not that many. Even at a hundred grand a year, your game will take over three years after royalties to come close to affording the full license. By that time your sales will probably have begun to drop off so probably significantly longer, if at all. Not that many games have shelf lives of several years...
Not quite sure of this - but aren't all games that use the Unreal Engines have the logo somewhere when the game loads? >.>
I also believe games made with the Unreal Development Kit do not need the logo, and it's logo looks very different... I don't even think it's red. (Just googled, no it isn't)
So - that being said, DCU uses the Unreal Engine 3. Keep in mind - to license UE2 engine you need to pay 200,000 up front. It was on their site years ago when the UE3 was first released. You would have to contact them to get a pricing quote for UE3. Nowadays - I'm not sure about the costs and what not myself, cause I'm not too fond of the engine. I have seen like 6 Korean MMO's make use of the engine so far.
http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
Here you guys go.
Quote from Enexy:
Not quite sure of this - but aren't all games that use the Unreal Engines have the logo somewhere when the game loads? >.>
I also believe games made with the Unreal Development Kit do not need the logo, and it's logo looks very different... I don't even think it's red. (Just googled, no it isn't)
So - that being said, DCU uses the Unreal Engine 3. Keep in mind - to license UE2 engine you need to pay 200,000 up front. It was on their site years ago when the UE3 was first released. You would have to contact them to get a pricing quote for UE3. Nowadays - I'm not sure about the costs and what not myself, cause I'm not too fond of the engine. I have seen like 6 Korean MMO's make use of the engine so far.
http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
Here you guys go.
----
UDK does. Not sure about UE3. You have to have the logo on the box if it's physically distributed and you also need a splash screen of their logo. You need to do that with a lot of licensed software though.
The price for the engine varies depending on how much money you have usually.
No wonder so many shooter games feel worse than the gold-standard CS... they're all based on the unreal engine lol.
Anyway, I really have to agree about the SC2 editor being very user friendly compared to other tools. Even Valve's hammer editor (which is really more of an architecture tool) is more difficult to learn (or less friendly I should say).
It's a shame, actually, how unfriendly so many tools are. We need more Steve Jobs' in this world to design things well. However, the WC3/SC2 editor is a big step in the right direction. It really lets you do the things you want to do, while hiding all of the crap like network programming (I'm mostly referring to the trigger editor). I guess the price of that, though, is you can't make an MMO or hit-box based FPS.