Yeah I don’t understand these pushes for “switch to another engine” without defending monopolization in game engine industry. I don’t understand it even more do these years, when we are not praising or criticizing the graphics much and just want more intricately-written RPG games. Hell, even Bethesda must have broken their own expectations with how few bugs there have been in Starfield, which they are infamous for.
Even with the underlying mechanics, Unreal, for example, doesn’t produce many games with any other feeling than the base, rather rigid processing that is fortunately not much janky, for now.
Plus I don’t think that there current engine is broken beyond fixing. It does some funny things on occasion, but (from what I’ve seen) it mostly has to do with edge cases allowing objects to overlap and then how it tries to resolve that when it detects it. It’s possible that some minor changes could fix it.
Maybe they could start using an engine that is more recent than the Cretaceous.
That would do the opposite
I like the quirky creation engine, sure it’s old, there are plenty of old engines that have just been maintained better.
And yeah it’s floaty in terms of controls and feedback but so is the frostbite engine and everyone seems to just love that…
Yeah I don’t understand these pushes for “switch to another engine” without defending monopolization in game engine industry. I don’t understand it even more do these years, when we are not praising or criticizing the graphics much and just want more intricately-written RPG games. Hell, even Bethesda must have broken their own expectations with how few bugs there have been in Starfield, which they are infamous for.
Even with the underlying mechanics, Unreal, for example, doesn’t produce many games with any other feeling than the base, rather rigid processing that is fortunately not much janky, for now.
Plus I don’t think that there current engine is broken beyond fixing. It does some funny things on occasion, but (from what I’ve seen) it mostly has to do with edge cases allowing objects to overlap and then how it tries to resolve that when it detects it. It’s possible that some minor changes could fix it.