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> Why would you need to? Well... > You can add PRs and requests in Github or contact the devs on Twitter or wherever. You can fork it and make whatever change
by dleslie 4y ago
> Why would you need to?
Well...
> You can add PRs and requests in Github or contact the devs on Twitter or wherever. You can fork it and make whatever changes you like.
So I don't have to do these things. If I can have someone capable solve the hard problems for us then I can focus the company on tasks it's better suited at delivering on.
- krapp 4y agoOk. Given that everything about Godot, including support, is already available for free, why do you want to pay a team of people six figure salaries to do that when countless indie developers manage to ship games on a fraction of that budget?
- deleted 4y ago[deleted]
- snapcaster 4y agoI think the answer you want is "because everyone is stupid except you"
- krapp 4y agoNo. I was honestly hoping to get an anecdote from someone with experience in the game industry that would justify what to me seemed like an absurd claim, particularly in regards to a game engine that targets indie development and isn't even competing against AAA engines. dleslie seems to be the only one here who knows what they're talking about, but I think their assertion that not having a highly paid team of industry experts on call for Godot isn't actually a slight against the engine. I could very well be wrong. It would have been nice to have some actual insightful conversation about the differences in economies of scale between small and large games, to know why that kind of cost is justifiable for a non-proprietary engine. But it seems like you're just a poser who came into this thread to shit on me for karma. Enjoy your lunch. I'm out.
- dleslie 4y agoIt's not a slight against the engine; it's a concern about the support one can expect to receive for customizing it. Sufficiently complex games generally require deep cutting engine modifications, regardless of the engine used. Even Indie developers hit these hurdles from time to time, when their games explode in popularity and they find themselves porting to other platforms, adding multiplayer and social features, growing into new design elements, and so forth. I think it's a safe bet that, for instance, Innersloth and Klei have at least considered paying for such support. It doesn't matter if the engine is proprietary or not. It really doesn't. Once the cost of development of deep-cutting features in-house reaches six figures it's easy to open doors to proprietary engine developers and pay for high-quality development of those features. Generally for less than you could expect to pay if you were to pay your own developers. Well, hopefully so. ;)