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I mean, unless my reading comprehension is way off, your first post was a challenge to developers to deal with all those things -- if I'm not using a game engine to abstract away platform and hardware concerns, then what am I using an engine for? Rendering is highly platform and hardware dependent -- you're certainly not asking developers to skip the middleware and write vendor-specific drivers, right? You referenced Terraria and Factorio, those titles that used XNA and Allegro to manage their rendering among other things. If a developer intends to release a game on Mac, PC, and Console, you're not suggesting that they maintain entirely separate codebases in order to handle the particulars of each platform, right? You referenced Minecraft, a game that ran in a browser.Bringing up disk I/O, OS hooks, and hardware event polling in this context feels like a strawman ... we're not talking about building an operating system or embedded systems which shows you don't understand what a game engine is, we're talking about the tradeoff between abstraction layers and creative control in game development.
You must be talking about the physics, then. And stuff like texture pop-in and built-in rim shaders that make the muscles all shiny. Asset stores. Maybe it's the scripting for doors. As you know, all of these games look the same because of the engines.
You should be able to solve this: which two screenshots come from the same engine?
But no, you're right. We're talking about real hardcore game developers, like Chris Sawyer. One of those gamedev philosopher-kings who wrote the whole god damn thing in assembly, with a needle and magnet to boot. Every game a devotional masterpiece, utterly unique; they spared no expense, took no shortcuts, emitting butterflies as they worked. It was all about the love of it.
The first threshold to success is finishing your game. Doesn't really matter if you're an indie or ubisoft, though we might make an exception if your name happens to be Chris Roberts. If you're a cogent developer, you ought to recognize that anything that delays you finishing your game works against your odds of success and that anything which accelerates you finishing your game works towards your odds of success. This is not a difficult propositon to understand, and is the reason why developers have been eagerly trying (and succeeding) to sell each other licenses to use their game engines since -- *checks notes* -- the 90's.
And you bet your ass that if the tools we had today were available in the 80's and 90's, daddy Carmack would have been all over that shit. But they weren't, so he had to make Jazz scroll all by himself.
In your nightmare realm of declining creativity and design convergence, whether you're building a Doom clone or something completely different, I'm sorry to say; that's primarily a factor of your design. Sure, Chex Quest plays and looks a heck of a lot like Doom, but you'll be hard pressed to convince most people that Selaco was held back by Romero's rejection of real places in his level design. If you build a house, how you arrange your plumbing matters little in what colors you choose to paint your walls. How you count your references means little about how your gunplay feels. Unless, of course, you do so irresponsibily, and your memory is as leaky as your walls are soggy.
Point being, adopting an engine raises the odds of you finishing your game exponentially. It raises the odds of anyone other than yourself playing your game by magnitudes. Unless your gameplay interacts so deeply with your underlying structural subsystems (and why should it, you tell me that), you can probably build whatever you'd like just within the scripting environment of whatever engine you pick -- unless it doesn't have a scripting engine, but then you're writing native gamecode which you get do a little closer to now instead of reinmplementing the same basic transform struct that everyone's gotta build because, go figure, you want to track the position, size, and rotation of a thing in your game. You know, it's pretty handy to have some sort of *managing structure* to like, manage your textures and your meshes and, you know what, maybe your sounds too. How about gamestates? You think people would dig menus -- like, where you can change stuff like, keyboard mappings? What about save games?
Nah, too cliche.
That you can build multiple types of game on most popular engines these days?!
Believe it or not, people have made both RTS games and Racing games in Unity! There are even rumors of First Person Shooters and even Chess games. Someone once built a game in Unreal Engine that runs on integrated GPUs. Woah! I thought that was impossible. I once saw a Warcraft 3 map with actual Dragon Ball characters. How wild is that?
Until the next time, GVMERS. Be sure to like and subscribe, new videos every week.
