Tannath: Just because something is the most advanced on the market and can be used to do something, it doesn't mean it's the best tool for the job.
An obvious, general statement that doesn't apply to this issue even remotely. In this particular case, that line is exactly as applicable as saying "Just because frogs are slimy doesn't mean you should lick them." It might make sense if you're telling someone who likes licking slimy things not to lick frogs, but it's a non-sequitur in this case. Hall felt strongly about creating a state-of-the-art 1st or 3rd-person 3D RPG. That was his goal. There WAS no other intelligent choice. Being
the best 3D engine had little to do with why he was looking for that kind of engine to begin with.
Tannath: The Quake 2 engine was primarily used for FPS and had to be heavily modified to do the job...
It did not. There was very little modification necessary. It's just an engine, after all.
Tannath: ...and I suspect it was one of the main reasons for it to only be released in 2001...
It was not. It wasn't even ONE of the reasons. The development time was extended simply because the game was extremely expansive and ambitious, and it was time-consuming to create all the content and create a cohesive RPG within a fully-realized, true 3D world. It's not like there were a bunch of other games that had succeeded in doing this before the parallel-developed
Deus Ex, so there was no road map, and the tools and concepts for doing it were not even invented yet.
Tannath: Many complained about the graphics even at the time, and bugs and glitches where abundant.
Yet the bugs had virtually nothing to do with the engine itself.
Tannath: I personally don't believe it was the best choice, but then again hindsight is always 20/20.
Again, there was no other
good option. Not at the time that they began development. Hindsight is 20/20, and in hindsight, for what Tom Hall wanted to achieve, the
Quake 2 engine was nothing less than a gift from the God of Programming himself (Carmack, obviously).
Frankly, developing an RPG on John Carmack's utterly brilliant, elegantly simple
Quake 2 engine was like writing a program in C on Unix in 1978: at the time, it was truly a dream scenario. I get that it's been a long time and that these things are forgotten, but you have to understand, there's zero reason to bad-mouth the
Quake 2 engine, and every reason to praise it. It's not what gave
Anachronox any of its problems. Quite the contrary: it allowed it to be as great - and as unique - as it is.