![]() ![]() The quality of the tools you are using are meaningless if you don't use them properly. This difference had very little to do with the engines being used on either game. Cities: Skylines focused down on the single-player aspects of the game, and is thriving because of the market that wanted a single-player friendly city simulator. Most of these centered around the on-line multiplayer. SimCity had several bone-headed decisions shoe-horned into it that crippled its potential. The disparity in these two games was more a matter of design decisions than any effect of their difference in budgets. It apparently looked quite good, and even had an appealing art style on top of its technical prowess. Of course, no one was knocking SimCity for looking bad. SimCity had the larger budget, and more available resources. This is partially a comment on the disparity of the budgets. But the game they shipped is garnering all sorts of critical praise, and is clearly a hit with the general players as well. The Cities: Skylines team was much smaller by comparison, with a lot less resources available to them. But the end product they shipped was not really up to snuff. The most recent iteration of SimCity was constructed by a highly experienced team at Maxis, with a sizable budget and plenty of time. Here's a couple more that deserve to be mentionedĪ good recent example would be SimCity vs. I probably spent way too much time on this post, but i found it fun to find all these amazing games using Unity It's sad that most people only remember the "bad" ones and associate Unity with those. This one hasn't been released yet, but sure deserves to be mentionedĪnd there are so so many more fantastic and successful games with Unity. The Long Dark ( ) ( also already with a movie planned (i think) ) Ori and the Blind Forest ( ) ( AAA Publisher ) probably the best visuals in Unity btw, There are so many good and successful games made with Unity and some also made by known developers, like: It's the sad truth that people always remember Unity by those games instead of the good ones. The big games made with Unity are often overlooked by some "bad" games. But the smaller indie market is a huge opportunity for them to expand their user base and promote their on-line asset stores. They are extremely limited in how much they can influence a major publisher. It's a matter of publishers wanting to have consistent tools across all of their studios, and not having to pay licensing fees and royalties to a third-party engine developer.īoth Epic and Unity realized what was happening years ago, and I'm certain this shift in the industry affected their decisions to open up their engines to a broader indie-development market. It's not the fault of UE4, it's feature set is better than ever. Now, the number of big-budget titles getting produced using Unreal Engine 4 has decreased significantly. In the previous console generation, Unreal Engine 3 was getting used to produce all sorts of AAA titles. Unreal Engine 4 has also been affected by this shift in focus from the major publishers. ![]() It has nothing to do with capability or features. ![]() That's actually the reason why you don't see as many AAA-developed Unity games these days. This has affected how many AAA games get developed using non-proprietary engines. ![]() There has been a recent shift (over the past few years) in the AAA space for major publishers to bring a lot of their internal development over to in-house engines. ![]()
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