We are winning UE bros

We are winning UE bros

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DE is looking dated.

Why? The Dragon Engine looks fine, runs most games great and it's an engine they have good experience with.

Also go fuck yourself.

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So are custom engines less profitable than licensed ones?

It's more about existing support. Keep in mind people who may have programmer the original engine might not be there anymore.

It's getting dated retard and they don't wanna get left behind

An engine would be easy to redesign. Any module (character generation, strategic landscape production) could be made for $4k (200 hours at $20/hour).

The biggest issue is getting a team that can actually develop an engine.
Most developers simply use Unity or Unreal these days because they are unable to create and maintain an engine. I am sure SEGA are considering a switch to UE simply because the number of people who maintain Dragon Engine is pretty low and if the wrong person quits/changes jobs you risk everything. There is no guarantee that other developers will be able to learn and develop that engine.

This was actually a big problem with CDPR and Cyberpunk and one reason why they from now on will games with Unreal instead. Basicly everyone who worked on the Red Engine quit after Witcher 3 and the remaining people had no idea how to use it effectively. Meanwhile most new hires are familiar with Unity or Unreal.

>So are custom engines less profitable than licensed ones?

Standardized engines are just to good to pass up these days. Imagine having to teach new hires how to use all the tools available, OR you can just hire somebody who already knows UE4. The choice is a no brainer from a business point of view really.

hell yeah, cant wait for From to make the switch too

i'm not going to purchase any UE4/5 games

Big publishers have usually a few proprietary engines. Ubisoft, EA, Xbox, Sony, Nintendo all have their own engines (but also use third party). Techland and Crytek have their own engines etc. Smaller companies naturally have to go to third party. Unity and Unreal Engine both come with a multipurpose IDE that cann handle most of their developmemt needs.

>Imagine having to teach new hires how to use all the tools available
This is basically what Halo's Slipspace engine went through.

oh hey, yet another game paid by timmy
gonna get me a copy of ishin from torrents, then

MMOs always still go custom. Every single unreal MMO has flopped or is now dead.

Any team that could make a custom engine could spend their time customising UE more effectively. We’ll probably switch back to custom engines in a few years as they are more fun to work on.

The Cyberpunk and Battlefield 2044 launch fiascos unironically changed everything.

Companies are switching to Unreal and Unity because they're afraid that game devs might start using in-house engines as leverage for better pay and working conditions, or they could potentially walk out. Imagine if you're like one of three people at a game dev studio who knows how to engine you made actually works. That's a lot of power, and that's scary for executives. Shitty fresh out of collages contractors and pajeets can easily be replaced, but when you have programmers who literally created the tools you work with, that's potentially a liability, since they can't be meat-grinded and thrown out like a broken toy when you're done with them.

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they can't hire new staff, UE took over because everyone knows it now

excellent post delete this

lost ark still doing pretty good

A lot of people know Unity, Unreal knowledge is a lot more difficult to come by. The thing is, engine experience doesn’t mean much and you can easily teach new people how to work with a custom engine; companies ditch their custom engines when they fall below par with things like Unreal. This doesn’t always mean they’ll abandon the engine long-term, DICE for example used UE3 for Mirror’s Edge instead of Frostbite.

The problem is that developers in general are both talentless and also supremely lazy. The reason most games are delayed is managerial, it's because devs barely work 2-3 hours of the 12 hour workday they claim to be having. This becomes even worse if you're a senior dev, as your laziness will grind the entire project to a halt.

That's because it plays more like Diablo than WoW

The things is, the 3-5 engine people out of a team of over 100 (and possibly a lot more than this as multiple teams will usually use the same engine) don’t matter in terms of pay. Even if you do switch to something like Unreal, you’ll still need the same type of people to develop your internal tools and implement anything that Unreal is missing.

No but teaching new interns how to use internal first party tools takes a lot of time and resources and ofcourse slows development down.

>in-house engines as leverage for better pay
Did you think about this at all? Like how most in-house engines are written in the same handful of language orrr....

kill yourself corporate bootlicker.

Every genera engine is written in C++, knowing the language doesn’t mean you can instantly switch to another one.

how many people know how to use dragon engine? If they strike how to replace them?

There's only so many ways C++ can work. If you know the language, you know the engine, give it 3 days at most.

Also DE gameplay has never felt good