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I've thought about that a lot as I also have the same tendency. What I've concluded (for me at least) is that it's just EASIER to get started writing an engine
by Fr0styMatt 13y ago
I've thought about that a lot as I also have the same tendency. What I've concluded (for me at least) is that it's just EASIER to get started writing an engine than to write a good game, so you end up working on the engine out of intellectual curiosity and because it's the path of least resistance.
(I've never really gotten far writing a 'from-scratch' engine here but I'm also thinking of things like integrating a scripting system into an existing engine, which is something I've done before).
With an engine, you don't start with such a nebulous spec. You know, for example, the various pieces that your engine will need and it's easy to get started. You can say "well I need an asset importer", "I need to integrate a scripting system for gameplay", "I need some kind of rendering pipeline", etc. These are generally well-defined things.
With a game, well, what is there? You start off with the question "what is a fun game idea?" but in comparison it's so free-range. The ideas of where to head next just don't come as easily. Not to mention a lot of the non-programmer things that need doing - drawing the graphics, writing the music, writing the dialog if appropriate, etc. These can be intimidating things to attempt to do.