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I wonder whether that is because most games are projects with a clear endpoint after which development mostly stops. That allows developers to experiment a lit
by arlcode 3y ago
I wonder whether that is because most games are projects with a clear endpoint after which development mostly stops.
That allows developers to experiment a little bit (internally or with smaller projects) and hedge their bets.
If there is language compatibility (e.g. C# ) and your reusable components are somewhat sensibly designed (if only to mitigate update risks in your initial engine) it's feasible to think about switching for your next game (unless say in with service product that is expected to run indefinitely)
- Macha 3y agoThe counterpoint to this is many studios are sequel factories, or producing games that are at least broadly in the same genre continuously, and each game starts as a fork of the last, which is how you end up with things like the COD engine or Source 2 having a direct lineage to engines from 90s quake games. So "Assassins Creed: Odyssey" may not be an ongoing service, but "Assassins Creed" is, and tech carries forward from one to the next.