this post was submitted on 06 Oct 2026
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[–] begrudgedcarfolk@sh.itjust.works 67 points 14 hours ago (6 children)

It's kind of sad that so many big studios have abandoned their proprietary engines to adopt unreal engine 5. What's going to happen when Epic starts to turn the screws because they feel like they aren't making enough money? All these big studios won't have any staff left that knows how to build graphical engines. Honestly, at least it would make sense if they have up on their engines and started using Godot. At least they wouldn't be bound to Epic's bullshit.

[–] AnimalsDream@slrpnk.net 3 points 1 hour ago

I wish there was a game dev group like Motion Twin (ie., nonconventional anti-hierarchical organization), who relied and supported open standards only, and kept at least the engine portions of their games open-source.

[–] RunjamboJenkin@infosec.pub 3 points 6 hours ago (2 children)

That’s why we always stan on studios like Remedy. They use their own engine, and pretty much everything they produce is stellar IMO.

[–] Doc_Crankenstein@slrpnk.net 3 points 5 hours ago

I'd say the same for the RE Engine but unfortunately they have confirmed they want to turn it into an AI-Generation Engine, so that one is sunk.

Unpopular opinion: fuck remedy and their draconian EULA on single player games.

[–] ICastFist@programming.dev 8 points 8 hours ago

Fun fact, a bunch of proprietary engines were just local alterations based on another licensed engine.

https://en.wikipedia.org/wiki/First-person_shooter_engine

[–] Jyek@sh.itjust.works 1 points 6 hours ago

Luckily games that have functions or features that are not present in UE5 or some other publicly accessible engine, still have to add those features to the engine to make use of them. This applies to lots of games and developers. The art of building an engine still is necessary for many developers, even those using UE5 or Unity. So worst case scenario, they have to switch to an inhouse engine development cycle and spend that much more time and money building an engine that makes them nothing in return on the hope that the engine they make, will save them substantial development the across future titles.

[–] Barbarian@sh.itjust.works 36 points 14 hours ago (3 children)

At a conceptual level, it makes 100% sense that companies are moving away from bespoke engines and towards a standardized engine. This is something you see in many different industries. Spending a whole bunch of money and effort when 95% of your requirements are the same as everyone else is a bit silly.

However, you're completely right that there's the same danger as in other industries where the 'boring software infrastructure' gets standardized and outsourced: a niche monopoly able to exploit their position. What tends to happen in the long run is an open source project for that infrastructure run by an NGO with the industry members (in this case AAA game companies) on the board of directors.

[–] Sonotsugipaa@lemmy.dbzer0.com 3 points 6 hours ago

Even disregarding the long-term problems, I fear for the days when every single game looks the same because their developers decide that UE5 knows best and that there's no way photorealism gets in the way of artistic direction

... hell, even in stylized UE5 games, I don't know how or why but I can feel the UE5ness

[–] mnemonicmonkeys@sh.itjust.works 3 points 7 hours ago

A lot of these developers would be better off in the long run working in Godot and submitting PR's for fixes and updates that they need

[–] sp3ctr4l@lemmy.dbzer0.com 6 points 9 hours ago* (last edited 9 hours ago)

What tends to happen in the long run is an open source project for that infrastructure run by an NGO with the industry members (in this case AAA game companies) on the board of directors.

So, O3D, basically. Formerly basically Lumberyard, one of the branches of CryEngine, that Amazon bought, then gave up on actually making work, then open sourced it, but still basically runs the NGO/NonProfit that technically runs it.

As opposed to the other branch that StarCitizen/RSI is... "developing"... or just the main branch that CryTek still owns and does liscense out.

But yeah we still currently have Godot that is opensource and run by an NGO/NonProfit that at least currently doesnt seem to be totally dominated by corpo spending/influence.

And it only makes conceptual sense to adopt a 3rd party AAA engine as an industry standard if youre financially fucked as a publisher/game studio. Its basically the same thing as a company being bought out by private equity; the only thing that can happen from that point is squeezing the last bit of juice out of whatever is left.

Because when there's a monopolistic game engine, well it just colludes with monopolistic hardware.

Then nobody in the bottom 90% can afford the 'AAA' experience, because prices are too high, because the engine doesn't need to be optimized, because that would decrease monopolistic rents on the hardware, which also doesn't need to be optimized.

So that market and production model cannibalizes itself.

[–] warm@kbin.earth 9 points 14 hours ago

It comes down to money. Studios dont want to spend the time and money anymore. People will buy whatever garbage they put out anyway. It can be shitty UE5 at 30fps, people have no standards anymore.