This is not true lol. Especially for game design.
Proprietary engines were an industry wide trend ten-15 years ago. We had Luminous, Frostbite, renderware, Id Tech, Creation Engine, etc Every company thought that having its own engine would differentiate and make their game unique.
With the rise of UE5, We see a trend to homogenisation. It is very clear with japanese studios and they benefit a lot from it.
Yeah and the worst part is that you cannot prepare yourself. It’s proprietary, it’s not available to the public. You gotta learn at the spot.
Public technologies have communities behind, books, plenty of resources.
I may be wrong, but I do not see game design being given to contractors. They are mainly hired for asset production.
Capcom uses their own proprietary engine and BAMCO is developing their own and Sega uses multiple proprietary engines. FF16 was made on a proprietary engine.
Japanese companies keep their employees.
Reminds of Dead Rising 2 and Lost Planet 3 being on different engines because MT Framework only had japanese documentation and the american teams couldn’t learn it.
Like I said: proprietary engines are harder for new hires and outside teams.
The reason UE4 and then 5 has flourished in Japan is the japanese docs.
MS relies on contractors and support studios, you can not expect them to be happy to learn tools that have no value in a curriculum.
Well this is where it gets nuanced. If your talking about say a 3d artist, the standard tools that take time are maya, substance, adobe, zbrush. Learning the engine is a part of that, but much smaller than ‘creation’ tools.
There are certain departments that are hit harder on the engine side if things, it would be an almost never ending discussion.
https://x.com/mr_rebs_/status/1759181945940926666?s=46&t=O_AGT9SEnlptKOF_2SxtqQ
If the leadership would have remained the same, the goodwill that Infinite has done probably wouldn’t have happened. It’s why the next Halo will be interesting as it will be a reboot in a development sense. The guy in charge did wonders to MCC, now with Infinite. Starting from scratch will be interesting to watch.
Wasn’t there rumours about a new ODST and other spinoffs several years ago? I think it was even discussed on the podcast. Seems interesting they are bringing this up again now.
As much has I enjoy Infinite’s multiplayer, the series in in dire need of new ideas and ambitious goals
Classic style Halo just isn’t doing it for folks anymore no matter how well it plays, there is simply too much competition, they need something fresh
2025 targeted for Fable. According to Nate.
Shocking.
Really though, I hope nobody was expecting it this year.
Now, will FH6 hit this year or will Playground hit us twice in one year??
There’s no way FH6 is after 2025 so either it’s this year or both are releasing next year which would be wild
Then again maybe Fable gets delayed
There’s also the possibility that playground shifted a lot of workers to the fable team and fh6 is a 26 game. WHo knows though.
I just can’t see them giving FH6 a 5 year dev cycle
Fh6 should be a launch title for next gen xbox
I’d be fine with that. Get Fable out first, then they can all jump on FH6.
Yeah, don’t know if that’s a realistic scenario, not impossible though.