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by iyasu
982 days ago
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>In-house development doesn't suffer from this issue, and you'll have full control over the code. Proprietary engines suffer from plenty which you haven't stated
- can be a mess to read or understand; many hacks done to accomplish a certain feature because it helped ship X feature - tons of tribal knowledge. If you've worked with a proprietary engine before, you already know documentation will be lackluster and to little fault of the engineers - there's so much to know about the engine that developers don't have the time to chart out what everything does in the engine while pushing out fixes and features.Often, you need to poke the principal programmer who's been with the studio since its inception to understand how a certain long-existing feature works. That's a major point of weakness for the studio! - Engine limitations! Ask the bethesda devs on their experience building multiplayer for Fallout 76[0]. Imagine building multiplayer in an engine that has never needed to support it. That's a huge refactor and a ton of time spent doing that when it's already handled by Unreal Engine. Developers will need to maintain that engine in the future so the pain doesn't stop after the game gets shipped! Your post sounds like someone who hasn't worked in game development before. I advise listening to GDC talks, noclip documentaries, and more if you want to get a better understanding of what game development actually looks like. It's a lot more complicated than "your change in price policy makes me mad" (by the way, most AAA studios already have contracts/price agreements with these engines given the amount of revenue they generate for Unity/Unreal). [0]:https://www.youtube.com/watch?v=gi8PTAJ2Hjs |
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The way AAA studios make games and do business puts me off as well, so pointing to them as an example doesn't really change my outlook. I already don't buy their games and disapprove of their business models.
If I was interested in being exploited for my passion I would consider entering that industry, but as it stands I will be going solo dev.
No game dev company out there seems to treat its staff well during a game's development, so even if I wanted to work on a game as part of a team, I'd be looking at a poor work/life balance and a stressful work environment. I'm too old for that kind of BS.
If I can't build and release the game myself, then it simply isn't good enough to release. I cannot trust collaborators to not take control of my projects, nor would I entrust creative ideas to a for-profit entity without my cut.
Long story short, I might work in the industry if it was a healthy one. Because it's not, and I still want to make a game, it falls to me and only me to make it happen. That's kind of comforting, knowing your failure or success ride on your own action instead of someone else's. Nothing is more disappointing in a group project than failing because of someone else's fuck up.