Anon is a game dev
-
If you have the talent and manpower to create your own engine, it’s better business to make that engine your product instead of whatever game you wanted to make.
I disagree here, making an engine you'd sell must be top notch in every aspect (or close to), an in-house engine only needs to get the job done for your game. Probably two orders of magnitude in needed workforce, depending on your needs ofc.
-
All screens were squares til like nearly 2010. Heck I have an early Nvidia GPU laptop around here somewhere with the most ridiculous looking 1:1 screen from like '08-ish.
Still peak gaming was MW3, CS, BF2-1942-2142. Back in the day, those were so good people ran successful brick and mortar businesses called internet cafés just for the masses to play those things or some oddie to hold w for hours ""playing"" WoW. Gaming sucks so bad it can't sustain a real brick and mortar business culture any more.
MorroWind 3?
-
If you have the talent and manpower to create your own engine, it’s better business to make that engine your product instead of whatever game you wanted to make.
wrote last edited by [email protected]Then you only get a big geneal use thing like Unity again.
-
Companies don't want to invest in creating their own engine anymore, so now we get unoptimized unreal engine games now.
wrote last edited by [email protected]That's not the problem. But why spend time and money to optimize your assets if the gamers will buy better hardware instead and you can even strike a deal with a big vendor.
-
I disagree here, making an engine you'd sell must be top notch in every aspect (or close to), an in-house engine only needs to get the job done for your game. Probably two orders of magnitude in needed workforce, depending on your needs ofc.
Very very few actual profitable companies roll their own engines.
Supercell has their own, but it’s because they started before there was anything available.
Indie games make their own engines but it’s more of a hobby or passion project, not something that can employ two dozen people to develop it.
-
MorroWind 3?
Call of Duty: Modern Warfare 3
-
Am I stupid? Don't a lot games look like this in real time rendered graphics nowadays? What's anon talking about.
Anon, as usual, don't know what they're talking about
-
its harder to hire new devs if engine is built in house, because no one outside the company understands how to use said engine unless its open for the public to use. thats the biggest drawback of in house engines (other than the increased develepment life cycle to develop one)
its why for example, many 3rd party ports/remasters of old games use unity for example.
Using an inhouse engine makes sense only if you can retain a lot of talent. or have several projects that use it as a base.
Is it though? I mean big companies most probably tweak whatever engine they use too, and the whole game is closed source, so company specific stuff is obiqutous to say the least.
Good points otherwise IMO.
-
This post did not contain any content.
I will never understand the obsession around graphics. JUST MAKE IT FUN.
-
That's not the problem. But why spend time and money to optimize your assets if the gamers will buy better hardware instead and you can even strike a deal with a big vendor.
There is also the fact that graphic reached the point where marginal improvments require disproportionate amount of firepower.
Plus the im pretty sure that a lot of new features are made moreso to ease the work of developers and graphics improvments are nice side effects ( i think i read that ray tracing lightining is actually easier to do , alghtough you do need hybrid solutions while the games do not require ray tracing but that part is changing and we do have first games that require ray tracing ) .
I think thats the reason we see a small renesance of AA games at this moment. -
If you have the talent and manpower to create your own engine, it’s better business to make that engine your product instead of whatever game you wanted to make.
wrote last edited by [email protected]From Software and Hideo Kojima would disagree. The highest form of passion for your game is to create an engine that gives it the exact gameplay formula you want it to have.
Of course corporate greedfucks cannot understand this, they only care about how many villas and yachts the profits will get them.
-
its harder to hire new devs if engine is built in house, because no one outside the company understands how to use said engine unless its open for the public to use. thats the biggest drawback of in house engines (other than the increased develepment life cycle to develop one)
its why for example, many 3rd party ports/remasters of old games use unity for example.
Using an inhouse engine makes sense only if you can retain a lot of talent. or have several projects that use it as a base.
This is only a problem if you want unsustainable growth/enshittification and to treat your devs like shit with bad pay and endless crunch time.
-
If you have the talent and manpower to create your own engine, it’s better business to make that engine your product instead of whatever game you wanted to make.
It’s not really that great of a business.
Epic is estimated to have made $275M revenue on Unreal engine in 2023, vs $4.7B on Fortnite
Unity made $614M revenue on engine & tools in 2024, in ads and monetization they made $1.2B
These are stable industry standard engines, if you start work on your challenging engine today it’ll take years to develop, gain game-developers interest and trust. And still you’re competing with giants that use their engines as loss-leaders.
-
This post did not contain any content.
Surely a master of unlocking would know
-
Am I stupid? Don't a lot games look like this in real time rendered graphics nowadays? What's anon talking about.
MOAR TAA!!!!!!
-
I will never understand the obsession around graphics. JUST MAKE IT FUN.
wrote last edited by [email protected]Graphics can be part of the fun. What's so difficult to understand?
-
Companies don't want to invest in creating their own engine anymore, so now we get unoptimized unreal engine games now.
you have access to unreal engine source code, the problem is companies don't want to pay people to optimize engine
-
Graphics can be part of the fun. What's so difficult to understand?
Of course, I don't want my game to look like utter dogshit, and graphics can be apart of the fun, but my biggest concerns with games are how they play and what the story/characters is like (if it's that type of game).
There can be times that I can appreciate more realistic looking games, but honestly it's boring to see so many games try the same style over and over again, especially when it isn't executed well. And if worrying about graphics causes my game to be an unoptimized game with a lackluster story, then I'd rather people just stick with a less detailed style to preserve the the fun (imo) part of games, which is literally everything else.
-
Just to nitpick, the HD remaster is a remaster of the 2002 remake, so it's a bit older than 10 years.
Yeah, but its still using rebuilt HD assets which make it look way better than the original game its based off of.
-
Anon is not entirely wrong though... we have become pretty lazy regarding optimizing software.
It's not laziness, it's bottom line and chasing the dollar. Management doesn't give a shit about optimization, just MVP (minimum viable product). Speaking as a developer, the mindset of 'we will fix it after deployment' is fucking everywhere.