Earlier quoted context omitted.
Yup. I was one of the self-taught software "engineers" from the 90s. I enjoyed making more money than I deserved for my special interest and for the duration of my career I was very much against software engineering unionization as it seemed to mostly be gatekeeping for a lucrative and enjoyable line of work. Now I'm 40+ years old and my job has morphed from designing systems and writing code to sweet-talking LLMs in…
How is unionization gatekeeping? I honestly don't understand what you mean. I can't see any disadvantage for the employees in joining a union.
Microsoft fire idTech team at Id software
351–360 of 628 posts
Re: Microsoft fire idTech team at Id software
#352RIP to the end of an era. Was IdTech used outside of Id? Or was it just a Doom series thing as of recently?
Absolutely, the first versions until idTech 5 were open source and a number of important engines, like Source, derive from it. Wikipedia actually has a family tree that's broader than I remembered: https://upload.wikimedia.org/wikipedia/commons/8/85/Quake_-_... The CoD series, Source games (Half Life, Portal, Left 4 Dead), Titanfall, etc.
Re: Microsoft fire idTech team at Id software
#353Earlier quoted context omitted.
With the current trajectory of AI, I see unionisation efforts dead in the water.
Why is that? Companies still need employees, and ai makes it more obvious than ever that workers need to organize together for their rights.
Re: Microsoft fire idTech team at Id software
#354I 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…
> It lets you treat your employees as a replaceable commodity This has been the objective of the tech industry for years
The history of capitalism is the history of grappling with this inherent tension, and companies finding novel ways to deal with it. Gig work, union-busting, "right-to-work", non-competes, NDAs, return to office, employee tracking software, automation, robotics, AI, etc. The most effective trick though, was convincing the workers that they definitely don't ever need to band together, and you as an individual are definitely better off negotiating alone versus entire corporations.
Re: Microsoft fire idTech team at Id software
#355Re: Microsoft fire idTech team at Id software
#356Earlier 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…
Maybe if you ignore the entirety of the retro gaming scene where people are using old engines and modified old engines because they bring along a lot of the feel and expected behavior.
The average modern Unreal and Unity game feels like shit, but some dev's can pull off making new engines behave like old ones we love. It requires a lot of work. Just look at New Bloods catalog of games that pulled it off. DUSK (unity), Amid Evil (UE4), Ultrakill (Unity). Each one of those games had a lot of passion behind them driving for gameplay perfection in the style of a retro game and/or engine.
Re: Microsoft fire idTech team at Id software
#357Earlier quoted context omitted.
With the current trajectory of AI, I see unionisation efforts dead in the water.
Yup. I was one of the self-taught software "engineers" from the 90s. I enjoyed making more money than I deserved for my special interest and for the duration of my career I was very much against software engineering unionization as it seemed to mostly be gatekeeping for a lucrative and enjoyable line of work. Now I'm 40+ years old and my job has morphed from designing systems and writing code to sweet-talking LLMs in…
Re: Microsoft fire idTech team at Id software
#358Re: Microsoft fire idTech team at Id software
#359Earlier quoted context omitted.
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…
You're right, but idTech is almost by definition that "novelty" kind of engine. And it did help id to sell more games. It's just apparently not enough.
Re: Microsoft fire idTech team at Id software
#360Earlier quoted context omitted.
I can pick out a creation engine game from a mile away. Engine "Grain" is a real phenomenon. Same for UE5. There's just something about the lighting and the FPS 'feel' that is a dead giveaway.
Can you pick it out of films and TV shows? (Not being snarky - legit question)
Netflix shows often have a "house look" to them, because they enforce specific camera requirements and have a standardized / commonly-reused lighting setup -
https://partnerhelp.netflixstudios.com/hc/en-us/articles/360...
https://www.esquire.com/entertainment/tv/a61878509/netflix-s...
---
Marvel movies often reuse a particular pattern of color grading, that can give them a sort of 'similar grain' (see https://www.youtube.com/watch?v=hpWYtXtmEFQ )