Torque is not that superior in terms of ease of use, this is something found in their forum:
Quote:

You just have to choose what fits your teams skill level. Just look at what successful indie games are out there, only a tiny fraction are made with Torque. There's a lot of catching up for Garage Games to do, it's not enough to have pretty shaders and shadows, those can be done with almost any engine to the same level and are fundamentaly an art tool, not so much an engine feature.

One area that Torque still stands out is networking, and in some ways even though BSP and CSG is somewhat outdated, it does make it easy to mod and create simple levels even for a novice. Something that fits nicely in a gamers comfort zone with familiarity of similar tools helping get them running off the bat.

At the end of the day it doesn't make it any easier to actualy go on to finish a game, and limits what you can do to some extent because making torque work in genres it wasn't designed for is extremely difficult without an experienced team with solid C++ knowledge.




I think Torque got better reputation because there is an "AAA" game made with it, but it could be Tough for small or solo developer to create a game, the Torque script is not flexible enough, you can only create mod base on the build-in engine behaviour, or create unique behaviour by modify the engine, or buy those CONTENT PACK!

Edit:
Maybe Conitec consider to change the description order in their web site:

Professional
Advanced
Beginner

Strongly emphasis the template system call "T7 Engine" for beginner. Click together game is using "T7 Engine". Now the template system is list first in the forecast page, I think critical engine features like "New engine features", "Shader", "lite-C", "In-game editor", "WED/MED improvement" should list first.

Last edited by Frederick_Lim; 02/10/08 17:11.