3 ms·
If I had to guess it becomes a question of how easily can you replace/train up new people to be proficient with the engine/maintain it. Fighting game engines ar
by philippejara 4y ago
If I had to guess it becomes a question of how easily can you replace/train up new people to be proficient with the engine/maintain it. Fighting game engines are probably the simplest game engines there are to make but new people still need to be onboarded on it, the knowledge will be internal mostly, you can't find people with knowledge in $propietary_engine to hire right off the bat let alone maintain it. Capcom will use I believe their RE engine for sf6, already used it in dmc5 replacing MT Framework so it's not like it isn't happening in some places, but the AA developers where most of fighting games sit probably can't justify the costs to train and maintain a proprietary engine versus the cost of dealing with roadblocks in UE.
- whstl 4y agoI definitely agree. My original point, that was not well articulated at all, was more that there should be a middle ground. The choice shouldn't be only between "homegrown engine" and "Unreal/Unity oligopoly". I'm saying there should be much more competition when it comes to third-party engines, but also in third-party tooling and third-party middleware. And this competition should be more specialized in order to demand less of the "train and maintain a proprietary engine" but also less of the "dealing with roadblocks in UE".