Quote: "Wow, I think I made a mistake in using the words "COMMERCIAL QUALITY". So please forget those words and just answer this question for me.... Has anyone here ever made any games with FPSC X9 that are for sale on the internet"
To answer your intended question, yes. There have been a few games made with FPS Creator that are being sold on the internet. Though their sales figures are unknown.
To sum up the other discussion in this thread, the term 'commercial' is often interpreted differently from person to person, and because of that; these debates
always ignite.
Is FPS Creator capable of making a 'commercial quality game?' Absolutely. Tetris is a commercial game. Resident Evil 4 is a commercial game. Penumbra, Duck Hunt, Left 4 Dead, Riddle of the Sphinx, Goldeneye, (I could go on forever); are all commercial games with variations in graphics, gameplay mechanics, performance, and so on. Can you acheive the next Modern Warefare 2 with FPS Creator? No. But you won't in UDK either. Does a game
have to blow Modern Warefare 2 out of the water in order to make the developers money?
Absolutely not. Come up with something fun, provide the proper marketing strategy, and your game
will sell.
Is FPS Creator a game engine? Yes, it is,
obviously. And it can be programmed. You don't need a team of 1000 developers and a multi-million dollar budget for your game to reach success either. And passing your game concepts back and forth in a room of fifty people from artist, to programmer, to designer, etc to is
not what determines commercial level (though it does depend on one's perspective of what commercial level really is). Plenty of games made by independant developers from various engines (or their own) have done just fine.
Again, it depends on your definition of
commercial success. Because technically speaking; commercial games have already been made with FPS Creator. There
are FPS Creator games on the market, and they
are making their developers a
small profit( = commercial). For some, one sale spells success. For others, success may be determined by how well their game stacks up next to Modern Warefare 2 or Resident Evil 5, etc in terms of recognition or sales figures.
In my eyes, if the FPSC game that I've been working on is either
(a) published to Steam regardless of sales, or
(b) earns at least $10,000 in sales; I will consider it a
high success. Anyway;
An independant iPhone developer made $250,000 in the first month his game was released on the App store (he paid his friend $500 to help with the programming). He didn't need a million dollar budget, and his efforts were not comprised of a five or fifty man team.
Riddle of the Sphinx, an older generation PC game made by two developers; a married couple; sold just fine. Killing floor, another example, and one of which
started as a modification. I consider all of these examples to be commercially successful. Work to the strengths of the engine if you want to do well with it. Or move onto a different engine 'more capable', where you still have nothing to show for after your transition. The bottom line is (I should really just start copy/pasting)
you get what you put in; and
in the hands of a carpenter, a hammer (FPSC) or a nailgun (UDK) can still build a house.

Big rant, but I'm done now.
EDIT: New posts
Quote: "Marc. My new thought is that only 2 people here really understand that."
Make it 3. I used that exact statement while making a point on; I believe it was 67 threads ago with the same subject
Kravenwolf