3 ms·
I get the feeling that a lot of these game remakes are sort of IP normalization moves. Get all the studio's IP onto standard modern tools so that new game devs
by bitwize 4y ago
I get the feeling that a lot of these game remakes are sort of IP normalization moves. Get all the studio's IP onto standard modern tools so that new game devs won't be surprised by custom engines to make maintenance and rerelease easier, especially as the studio transitions from a small boutique studio to a bog-standard AAA sweatshop.
I also think this is the reason for Naughty Dog rereleasing The Last of Us on PS5. Though the engine itself was written in C++, it used a lot of Scheme code to generate game data and components and I think they want to move off that because it's baffling to the new devs they want to onboard.
I'm waiting for Id Software to throw in the towel and rerelease Unreal versions of Doom (2016) and Doom Eternal.
- sylens 4y agoRemakes are also used to train development teams on new tools. It takes the pressure of a team learning to grapple with a new engine if all of the content is already completed - there's a better scaffolding to build off of.
- jlouis 4y agoFWIW, Id Tech 7 is built to support a game like Doom:Eternal, and nothing more. And the game itself is shaped around the capabilities of the engine. That's why it works. Note Id had a texture streaming system in Rage in order to support a large seamless game world, but they cut that large open world for Doom:2016 and Eternal. In contrast, CDPR's games just grew with each new Witcher release.