Earlier quoted context omitted.
Wolfenstein series and recent Indiana Jones game were made in IdTech.
Wolfenstein is great lore and art
Microsoft fire idTech team at Id software
281–290 of 628 posts
Re: Microsoft fire idTech team at Id software
#282Earlier quoted context omitted.
There are downsides, it’s just that it’s the best move from a business perspective. That doesn’t make it the best move from any other angle.
It delivers more value to customers while consuming less resources. Why isn't that a better move than something that costs more and delivers less?
Re: Microsoft fire idTech team at Id software
#283I think we'll see stuff like this continue to happen over time. As a game company, having your own engine means that you have to be able to cultivate internal expertise in your tooling. Your employees will know this and could do bad things like ask for more money because they know that replacing them would significantly hurt productivity. Meanwhile, laying off your whole engine team and switching to UE5 means that yo…
All of this is true and has been true for decades in the game industry. The other side of this seesaw is: Games are fundamentally in the novelty business. Players like some amount of familiarity, but they want new experiences. Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel. The flat-ish shading and floaty physics of Unity is a particularly visible example of…
I think this is a bit of a myth. Unreal gets this criticism a lot, but it's usually because many studios choose to stick close to the rendering defaults, which does lead to a certain look.
To that point, it's probably a lot cheaper to configure Unreal or Unity into a unique "grain" than it is to develop your own engine. It's also possible to use custom physics instead of those built into the engine.
Re: Microsoft fire idTech team at Id software
#284No more DOOM games (((
Re: Microsoft fire idTech team at Id software
#285I never thought I'd want Steve Ballmer back. Things can always get worse.
Re: Microsoft fire idTech team at Id software
#286Re: Microsoft fire idTech team at Id software
#287Earlier quoted context omitted.
This kind of argument has been made since the days of renderware. I have seen a number of projects go from 'We're building our own engine' To 'we should have just gone with $engine_of_the_day' To 'We were so lucky we chose to make our own engine' If you want to make a game like fortnight, the Unreal is your pick. If you want to try something that hasn't been done before you could do worse than rolling your own engine…
This “flavor” at the engine level doesn’t always make it back up to the end user, and even if it does, it is likely something that could have been replicated by existing engines, if developers cared enough to do it right. There are very few games where the engine is what made all the difference. Maybe something like Half Life 2 with the source engine is the exception, but ultimately, what makes a game good are traits…
I disagree, I think there's an over-emphasis on generating high quality individual frames and a expectation of what it is you should be able to do in games.
You can have a game that is photorealistic but you turn around and have your gun barrel poke into the wall and disappear. How many games can you throw enough junk into a river and make it change course eroding a new path for itself as it goes?
Some games rely on clear specific rules of an engine for the player to know because the rules are an integral part of the game, and any inconsistency in implementation creates a feeling of being cheated. Often you can implement such things in standard engines, but you are working against them the entire way.
You could have a game where a player sees a pylon and knows that because it is made of metal you could melt one of the legs and make it fall over. but to do that the entire construction of the game rules are integrated into the world. Most games teach the player that things like pylons are static objects unless they need to be destroyed for a plot point in which case just this one is different. Perhaps the player just has to learn that pylons are one of the class of destroyable things. Making emergent properties goes engine deep.
>And someday, if you can imagine, we’ll just have AI churning out visual representation of game state, turning game development purely into a declarative data driven exercise.
And therein lies the problem. A game engine is game state. You can make it pretty any number of ways, The engine will still be the thing deciding what you can do, and it is the things you can do that makes it play.
Re: Microsoft fire idTech team at Id software
#288Re: Microsoft fire idTech team at Id software
#289Earlier quoted context omitted.
I’m new to game dev and been developing a 3D engine for my game after dabbling with Godot. I read a lot of opinions on whether it is a good idea and it all boiled down to ‘my god, no, don’t write your engine. That said, I did and I am sure glad I did invest 3 years on a framework I know like the back of my hands’ and that told me exactly what I wanted to hear. It’s like the whole AI debacle, really. If your goal is t…
so you agree then that no professional game developer should make their own engine right? because their job is to ship a product.
If your goal is to sell a game in 3 months, sure, but not even Unreal Engine will magically turn a rushed game into a good product.
90% of the development time is making a fun game in the first place, and you’re on your own there.
Re: Microsoft fire idTech team at Id software
#290Unreal Engine has become a commodity, and it is easier to recruit people with experience - even CD Projekt Red gave up. The only major studios doing their own thing is Rockstar and Bethesda. I would not include Cloud Imperium here because they are forever in a beta state with no clear ship date in the future for their two games.