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a thing that makes game engines interesting is that the best engine for a game is one made exactly for it, but the best engine for prototyping and experimenting with a game is one that assumes as little as possible about it.

it feels like there are big game engines that make very few assumptions (unity, unreal, godot) and ones that make many large assumptions (rpg maker, adventure game studio, renpy) but it really feels like for me the sweet spot is in the middle and has little representation

So two things on this: 1. I get what you're saying, but agh Unreal makes so many goddamn assumptions about your game -_- 2. IME you end up making that middle-ground engine as part of making your game, it's just an engine inside another engine

1. true, but i am comparing it to AGS etc. unreal has been and is used regularly to make successful games in basically every genre, AGS/RPG maker have not 2. correct. this is why godot, learning from unity, takes the approach of editor extensibility very seriously, they also want this to a degree

i am not really a fan of highly configurable environments and tools, in software for the most part (outside of accessibility), which is why i don’t really use engines like this and why my dream tool doesn’t really work this way, but it is difficult to exactly describe why

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