Comment by Tiktaalik
13 hours ago
There's also the tooling. Game teams have artists and designers where baroque command line incantations are headwinds to their workflow pace.
For the longest time Git tools were really poor. In recent years there's a few ok ones, like Git Fork, though I wouldn't know if those tools scale to the level of a AAA team size repo and not fall over.
Maybe more than a headwind. From my time in AAA here are two things I learned that were true in that environment:
1. Artists hate Perforce.
2. You will never get them to try anything else.
I'm exaggerating, but not by that much. I lost count of the number of artists who are deeply uncomfortable with technology and just manage to learn the bare minimum to do their job, and then will take no more.
So besides everything else Lore needs to nail to be acceptable, they need to make it easy for artists to switch. Maybe when UnrealGameSync grows enough knobs and switches to make it unnecessary for an artist to ever touch P4V, Epic can roll Lore into UGS as an unobtrusive option. And if by then there's good support in Unity, in JetBrains, in Maya, etc., then maybe they'll have something.