Quote from hessithey let you buy a game for university? that's like if microsoft/apple came and told us we have to buy their OS. i am sorry but i don't see the point that a university is teaching tools and not concepts. for example it is up to us if we want to use what ever programming language in a research project or what ever software APIs you use. all you get is a basic understanding of what all programming languages/APIs might offer so you can decide on your own.
this behavior of "YOU HAVE TO LEARN WORKING WITH THESE TOOLS" is total bullshit. i might suspect that this is of cryteks interest that students learn working with their tools so that you either work for them and they had not to invest in your skills or that you start at a different company and purchase a license.
anyway: i don't want to spoil your fun but i get some bad taste while reading this.
Tools are no doubt half the gig when it comes to making a game. At least when you are refering to art and level design. The days of programmer based engines are gone, now the tools brings the game together. You have to start with something and what better than Unreal, CE2 and Source.
I've seen too many game colleges use really old engines that demonstrate techniques that are long gone, I think that does more harm than teaching the cutting edge tools.
Also, skilled people will quickly adapt to new tools if they are experienced enough. Lets face it the majority of level editors or even in hourse engines use the same kind of approach.