this post was submitted on 12 Sep 2023
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Well, it doesn't matter if it's hard, the companies that did it are using it to control you and so now you don't have a choice.
So get cracking or don't complain.
Also Godot is a thing.
You're not listening. It's not that it's hard (although it definitely is), it's literally just infeasible financially and time wise. You cannot spend millions developing an engine unless you are a large AAA studio. You can't pull up your bootstraps your way into making a modern game engine within the budget you have to make a game.
As for Godot:
I think you're comparing apples to orchards here.
I'll grant you, Unity has been a commercial standard that many large and good games have been made in, Godot hasn't. Godot has been used largely by solo creators or small teams which has limited the scope and detail of the artwork in Godot games thus far.
This begs the question: What's the best looking solo-developed Unity game?
Does that game include a lot of purchased/sourced assets? Should that count as "solo" developed then? Given the contents of Steam's catalog, by sheer volume of titles it seems that Unity is THE engine for creating low effort shit-tier asset flip "games" that are little more than a tutorial project file with a retail price. "Games made in Unity" is a LOT of rough to look for diamonds in.
Once you've found the best looking solo-developed Unity game, ask yourself this: Could this game be remade in Godot? Is Godot technically capable of running a game like this?
I'm also unconvinced that Godot is inherently a poor choice for larger development teams. It has built-in support for versioning systems such as Git, and its modular node-in-scene system mean that different team members could work on different components independently, then bring their work together as a whole. There's also that whole aspect where the Godot editor is itself a Godot "game" that runs in the Godot engine, which means it's possible for developers to create their own extensions to the editor using the same skills needed to make games.
Beyond that, much of the work on graphics--3D art, level design, character/creature design, rigging, animation--a lot of that is going to be done in an art package like Blender rather than Godot. And yes I would suggest Blender for the same reason I'd suggest Godot, because Adobe and Autodesk are also pulling the same kinds of enshitification that Unity is.
The real reason that Unity is the industry standard? Because it's what they teach in school. "Learn Unity because that's what they use in the industry."
Sorry but if large teams could pick up Godot and make next-gen games with it just like that, they would. You can't. You can find absolutely stunning looking projects from solo creators in Unreal Engine. Sure you have assets from the asset store. That's the point - you don't have to reinvent the wheel.
I'm just not going to accept a baseless assertion that "you can't." Show me a technical reason why you couldn't build, say, Subnautica, in Godot.
Take it from godot themselves, they have a list of missing features for AA/AAA developers: https://godotengine.org/article/whats-missing-in-godot-for-aaa/