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Comment by patch_dev

13 hours ago

This is a really bad take, sorry.

1. Engine choice is only a factor in performance. If you build an unoptimised game it will run poorly. Doesn't matter if you do it in Unity or your own engine. 2. Terraria, etc did not succeed because they use their own engines. 3. Those bad performance games have bad performance and happen to use an engine, not the other way round. 4. The quality of your game has a lot more to do with effort, care, etc than the engine you choose to use. You can create a buggy piece of crap no matter how you make it 5. Performance alone is a bad reason to roll your own engine. "Existing engines are not performant so you should roll your own" is a very bad piece of advice. 6. Making a good engine is HARD and a lot of effort. There is no guarantee that you produce anything better because you chose that path.

I always argued for custom game engines not for performance but so your game “feels” unique. I can spot a unity or unreal game from miles away. They have a smell if you will that is very hard to escape.

Every game that has a custom engine just feels unique and interesting in a different way. I think this is why people likely push the custom engine. Any game that passes the finish line on a custom engine often has a level of craftsmanship you dont see in standard engines.

Oblivion remake while looking good only works because the underlying logic is the same. I personally do not like the visual feel of the remake as it screams asset pack to me.

  • I have to disagree again sorry. I can't speak to being able to "spot a unity or unreal game from miles away," but if you want to make a game, make the damn game not an engine.

    I get the feeling there is a serious survivor bias happening here. Individuals who are talented and knowledgable enough to roll their own engine, make it well and quick enough, maintain motivation AND cross the finish line to actually make a game likely make a pretty good game. Now consider all the other people who tried this path and got stuck along the way. Now you're gonna recommend all that complexity and difficulty to someone because you think games should "feel" unique. Like, its just not based in reality sorry.

    I think there are 2 reasons to roll your own game engine

    1. Making a game isn't your top priority and you're interested in game engines

    2. No existing game engine does what you need it to do and you have enough experience/knowledge to know where you're going

    If you're decision is based on "I want my game to feel unique", "it might not be performance enough" or some other immaterial and ethereal concept I fear you're gonna be set up for failure.

    Noita is a perfect example of when to roll your own. They push the boundaries so much that they absolutely need a custom engine. Path of Exile, another example where their vision REQUIRED a custom game engine.

  • The smell is 50% the asset packs available in the respective stores. The other 50% is the default character controllers and the default lighting settings

  • > I can spot a unity or unreal game from miles away. They have a smell if you will that is very hard to escape.

    Confirmation bias. Are you saying Hollow Knight, Cities: Skylines and Escape from Tarkov have the same kind of "smell"?

    It's as ridiculous as saying that you can spot a SaaS written in Rust from miles away.

    • For 2D games I can usually tell if it is made in Unity, and I don’t even develop with Unity. Hollow Knight for instance does not get me immersed like I do for Celeste or Bolatro. When I look at Hallow Knight I see moving animated sprites instead of characters, and it’s like that for the majority of 2D Unity games for me.

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    • Yeah, there are some unreal "slop" games, even big ones, that just look like UE5 looks with kinda default settings, but there are also games made with these engines that look nothing like that.