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by Dzugaru 840 days ago
There are far more games that were made with Unity, not Unreal, I would even say an order of magnitude more. So I don't really get your point? Unity is vastly easier to jump on, so a lot more people actually make games and test things (not knowing the quirks of the engine inside out, like a game engine developer would).
3 comments

> There are far more games that were made with Unity, not Unreal, I would even say an order of magnitude more.

that's correct. As the saying goes, it's easier to start making a game in Unity, but it's easier to finish it in Unreal. Most games in Unity are pretty small, or unfinished.

> Most games in Unity are pretty small, or unfinished.

By that reasoning, aren't these games the majority of the market and therefore the engine is a good fit for it - starting and working on arguably smaller indie projects and such, as opposed to some hypothetical huge game, of which there are decidedly few? I think that's why Godot is also a pretty good engine, even aside from it being open source, even if the features aren't all that mature - it's easy to iterate in it, even faster than in Unity.

I found some stats: https://steamdb.info/tech/

  Unity has 42160 games.
  Unreal has 11701 games.
  GameMaker has 4498 games.
  RPGMaker has 2939 games.
  PyGame has 2273 games.
  RenPy has 2213 games.
  Godot has 1170 games.
  
  All the other engines together have around 6000 games.
Steam used to be notorious for hosting a massive amount of shovelware and asset swap (I think they tightened it up a bit?), so I don't think these stats are as significant as you imply.
Ohh right, then we might need more data about the ratings and/or profits of each game, to properly figure out the relative... utility of those engines, in making profitable and well received games?
>aren't these games the majority of the market and therefore the engine is a good fit for it

it's the Pareto principle, I suppose. There are tons, tons, tons more small games than large ones, but the large ones take the lion's share of the revenue. So it depends on how you approach games.

The point is that the engine developers don't get a reality check that a particular feature is janky and needs a change, since noone in their organization has ever actually used that feature, and the external developers who could identify that need have no ability to change it.
JavaScript is the most popular programming language on GitHub.

It doesn't mean it's a good example of how to design a programming language.