this post was submitted on 22 Jun 2024
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Yes. But on the flip side, you also have a lot more resources to debug that codebase.
I think that there's a fair argument that Unity or Unreal might not be ideal for a given game. But:
I am skeptical that game studios are generally better-off writing their own engine, particularly with graphically-spiffier games.
I think that the main case where doing one's own engine is useful is when someone wants to do something that a game engine simply cannot do. I don't think that just having one game studio implement 30%-40% of a shared engine from scratch with the goal of having a codebase that's 30%-40% the current size makes a lot of sense in terms of saving development time. And even if new functionality is required, I'd still argue that if that functionality is at all reusable, it'd be a good idea into looking into spreading those costs over a number of games.