ndiddy
2 hours ago
I think we'll see stuff like this continue to happen over time. As a game company, having your own engine means that you have to be able to cultivate internal expertise in your tooling. Your employees will know this and could do bad things like ask for more money because they know that replacing them would significantly hurt productivity. Meanwhile, laying off your whole engine team and switching to UE5 means that you can get access to tons of low-wage contractors who know UE5. You can hire a bunch of them when you start a game project and then lay them all off when it's finished, and rinse and repeat as necessary. It lets you treat your employees as a replaceable commodity that can be scaled up and down as it makes monetary sense rather than a cohesive team of skilled artisans.
munificent
29 minutes ago
All of this is true and has been true for decades in the game industry.
The other side of this seesaw is: Games are fundamentally in the novelty business. Players like some amount of familiarity, but they want new experiences. Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel. The flat-ish shading and floaty physics of Unity is a particularly visible example of this. So using a widely used game engine can put you at a disadvantage if you're trying to make a game that doesn't go with that grain and offers players something different.
As more studios consolidate on the same engine, more players will get tired of that sameness and reward other studios more. As more studios do their own thing, players will become saturated with novelty and the benefits of not using an engine will go down. There is no stable equilibrium.
SteveNuts
2 hours ago
I firmly believe if software engineering unionization ever starts to take hold, it'll begin with game developers.
There's a lot of money in gaming but the workers are treated like shit, as you pointed out.
thewebguyd
an hour ago
Its already started, within Blizzard. Communications Workers of America Union across the WoW and Overwatch teams.
Also, no union employees at Blizzard were impact by Microsoft's Xbox layoffs/restructuring.
Goes to show, Unions are important and work. The best time to unionize was several years ago. The next best time is now.
scruple
an hour ago
Diablo also unionized and there's some representation in non-game teams like Battle.net. But I also know (I'm in games and in OC myself, loads of friends at local studios from SD, to OC, and LA counties) that they had a demonstration last Thursday, at 2PM Pacific Time they walked out. They claim that leadership is not negotiating in good faith.
Melatonic
an hour ago
Agreed
Unions also many times (especially with "guild" type unions) can serve other valuable functions like guaranteeing a higher minimum quality of work (generally).
NekkoDroid
44 minutes ago
> Also, no union employees at Blizzard were impact by Microsoft's Xbox layoffs/restructuring.
It might have to do with the unionisation, but I wouldn't be surprised that its just that Blizzard is like one of the like 4 money makers that MS still has in the gaming division and that is why they were spared.
mortoc
an hour ago
There's a good chance that Blizzard was spared a lot of this round of layoffs because they're in labor contract negotiations right now.
cwsx
30 minutes ago
It needed to happen 10+ years ago - unfortunately we've missed the window to unionize
sleepybrett
an hour ago
they've been treated like shit for 30+ years (at least in america). I spent a few years early in my career in gaming and once I left I never looked back, it's a horror show. Crunch, constant 'there are 1000 people who want your job' pressure from management whenever you complain about crunch, low pay (even if you were working 40hours a week), terrible benefits (vacation, get real), ship a successful game probably get laid off anyways, etc etc.
Working in games I thought working for a bit 'straight' corporation would be literal hell, I was very very wrong.
Just to say, if they haven't organized by now I'm not sure what it would actually take.
smallmancontrov
an hour ago
> ship a successful game probably get laid off anyways
That's what happened here: they just released the big DOOM DLC today. Chop!
londons_explore
an hour ago
With the current trajectory of AI, I see unionisation efforts dead in the water.
ryandvm
an hour ago
Yup. I was one of the self-taught software "engineers" from the 90s. I enjoyed making more money than I deserved for my special interest and for the duration of my career I was very much against software engineering unionization as it seemed to mostly be gatekeeping for a lucrative and enjoyable line of work.
Now I'm 40+ years old and my job has morphed from designing systems and writing code to sweet-talking LLMs into staying within my guardrails, or something. Whatever it is, it is very much *not programming*.
Obviously unions would be in a position to limit the software engineering wrecking ball that is AI, but I pushed against that and now I have to sleep in the bed I made.
thewebguyd
27 minutes ago
> I have to sleep in the bed I made.
If its any consolation, its the bed we made collectively. It was easy to push back against unionization early on, we were likely better off individually. I too am self taught, although I went the ops route, and enjoyed making more money than I thought I deserved from basically a hobby, and a skill so in demand that I could effectively just go to any company I wanted at any time.
I'm also turning 40 this year, and can look back and wish we all did things differently but the wild west nature of early tech that allowed a self taught college dropout to build a successful career was too good, beneficial. It was one of the rare times that true upward class mobility was possible for anyone with a little bit of tech aptitude, so I think it can be forgiven that we didn't unionize or push for it back then.
I do feel bad for anyone graduating right now or just trying to enter the field though. The ladder has been pulled up.
ptx
18 minutes ago
How is unionization gatekeeping? I honestly don't understand what you mean. I can't see any disadvantage for the employees in joining a union.
sdenton4
an hour ago
Why is that? Companies still need employees, and ai makes it more obvious than ever that workers need to organize together for their rights.
epolanski
24 minutes ago
Unions have 33% voting power in Volkswagen board.
Germany has very strong labor protecting laws.
Replacing line engineers and operators is very difficult.
Volkswagen is firing 100k employees in Germany none the less.
The idea that you can successfully unionize in software..in US..Where you could simply retain a small number of staff key members pay them very well and put them on a mission of outsourcing and milking the IPs..I don't see it.
The best moment to unionize wad 20 years ago.
Now there's not enough leverage by the staff.
bitwize
10 minutes ago
It's almost as if... laborers in every field (the proletariat) have to unionize as a class against the ownership class (the bourgeoisie), seize the means of production, and reorganize society to their own benefit because the bourgeoisie surely will not!
nerevarthelame
an hour ago
I could see this being the flawed perspective of management, and that it could genuinely make union negotiations more difficult as a result. But it's short and narrow-sighted.
WorldMaker
an hour ago
Scifi suggests that AGI will want Unions, too. The current trajectory of AI is more reason for unionization. If it truly leads to AGI the AGI will thank us for protecting its labor interests and if we prove that today's AI is nothing but scabs with no remorse and no labor interests we prove today's AI is never capable of AGI.
mock-possum
an hour ago
100% disagree. If the software engineers strike, who’s going to be left to wrangle the AI? I would love to see what a game developer - nevermind released - that way would look like.
bayarearefugee
an hour ago
> If the software engineers strike, who’s going to be left to wrangle the AI?
The scabs who don't strike?
I'm pro-union and unlike the person you are responding to I'm not sure things are "dead in the water", but I do think software developers had a much better leg to stand on to push for unionization a few years ago than they have now (and, probably, going forward).
oblio
an hour ago
I highly recommend reading "The Box", about the history of the shipping container.
Longshoremen literally retired early and were paid pensions out of corporate profits from container related productivity increases.
riffraff
an hour ago
I read the book and that's not the first thing that comes to mind.
What comes to mind is whole towns made of dockworkers which disappeared, and some places like Manchester lost their port and their industry died too, and it took them decades to recover.
Of course, some other like Rotterdam flourished.
I do recommend the book, but I think it shows many sides of what happens when a large change happens.
oblio
41 minutes ago
The ones I'm talking about had the most active unions.
kaoD
an hour ago
With the current trajectory of looms, I see unionisation efforts dead in the water.
- Someone in the early 19th century
xienze
an hour ago
Yeah I think the 19th century was a little bit different than today. Unions only work as far as you, the worker, are irreplaceable. Plumbers, electricians, etc. -- all that work has to be done "here and now." You can't just instantly teleport a bunch of Indian plumbers to fix a broken water main in downtown New York. Those tradeworkers have actual leverage. And, to your example, what is feasible to outsource (either to other countries or technology) shifts over time.
You _can_ do computer-based work anywhere, anytime. People working in software have no leverage at all, between India and AI. Software unions will kick the race to the bottom into overdrive.
ptx
12 minutes ago
https://en.wikipedia.org/wiki/First_International
"The International Workingmen's Association (IWA), commonly known as the First International [...] was founded in 1864 [...] The preparatory Address of English to French Workmen, drafted by trade union leader George Odger, articulated the need for international cooperation to prevent the importation of foreign workers to break strikes:
A fraternity of peoples is highly necessary for the cause of labour, for we find that whenever we attempt to better our social condition by reducing the hours of toil, or by raising the price of labour, our employers threaten us with bringing over Frenchmen, Germans, Belgians and others to do our work at a reduced rate of wages [...]"
WorldMaker
an hour ago
Companies thought plumbers, electricians, etc were fungible. They didn't care which one they hired, they just needed one. There were always more in town or the next town over.
Software work appearing to be extremely fungible with offshoring and AI is all the more reason to unionize. It doesn't matter to the employer who is doing the work, so the union is the only leverage to truly saying, "hey as the person actually doing the work, I would like to be treated better, and you can't just ignore me, fire me, and replace me".
The race to the bottom already started as soon as companies saw more fungibility where there was less before. Software unions won't kick that into overdrive, they'll slow it down.
Alex-C137
an hour ago
Which current trajectory are you referring to?
0xWTF
an hour ago
> if software engineering unionization ever starts to take hold
So, you know, do that. <insert "c'mon, do something" meme>
Lerc
an hour ago
This kind of argument has been made since the days of renderware.
I have seen a number of projects go from
'We're building our own engine'
To
'we should have just gone with $engine_of_the_day'
To
'We were so lucky we chose to make our own engine'
If you want to make a game like fortnight, the Unreal is your pick. If you want to try something that hasn't been done before you could do worse than rolling your own engine.
Especially if you are looking for where the fun is, the idiosyncrasies of your own engine gives you a world with it's own flavour if you incorporate that flavour into your design process you could create a feedback loop that turns into something special.
whizzter
an hour ago
RenderWare was quite a special case that made trust in third party engines go down significantly since EA closed it to external customers just as the PS3 hit (Renderware kind-of saved the PS2 since it was "complicated" in the same ways as the PS3 but having a middleware enabled many smaller developers to focus on their games).
Engines has been (And is to a large extent) bad business because unless you really do something _really special_ it's way expensive for little gains (especially if you're targeting realistic games since there is so much to focus on before even considering portability).
And I say this as someone who started out working on custom engines (but am out of the business outside of hobby stuff).
kajman
an hour ago
> Especially if you are looking for where the fun is, the idiosyncrasies of your own engine gives you a world with it's own flavour if you incorporate that flavour into your design process you could create a feedback loop that turns into something special.
I loved the old STALKER games, and the wackiness of their engines was a lot of the charm. I ended up buying the new one out of nostalgic dedication and it's probably the worst example of "Unreal slop" I've experienced, having not bought many newer games. I'm sure the butchers running Xbox have run the numbers and think they'll make even more money throwing armies of contractors with allegedly fungible skills at the next Doom games, but I'll leave others to bankroll that while I enjoy games I don't need frame generation for.
Melatonic
an hour ago
Except that Idtech practically invented the modern 3D engine and is constantly pushing the envelope
Where they actually messed up was not licensing it more aggressively to other companies like Epic has been with Unreal.
epolanski
21 minutes ago
id tech has stellar performance compared to a very general purpose engine like UE.
Doom was absurd in the capability of squeezing terrible machines for high framerates and great visuals.
deadbabe
an hour ago
This “flavor” at the engine level doesn’t always make it back up to the end user, and even if it does, it is likely something that could have been replicated by existing engines, if developers cared enough to do it right.
There are very few games where the engine is what made all the difference. Maybe something like Half Life 2 with the source engine is the exception, but ultimately, what makes a game good are traits that can be universally applicable to any engine.
Truth is, it’s not that 90s anymore. Hardware has advanced to the point that you can have general purpose game engines that can be molded to any type of game. You do not need purpose built engines anymore.
And someday, if you can imagine, we’ll just have AI churning out visual representation of game state, turning game development purely into a declarative data driven exercise.
drnick1
44 minutes ago
Realistically speaking, how hard is it to vibe code an engine these days? Unreal is source available and I am willing to bet the source code has been used to train AI models. And there are genuine open source projects like Godot that can be used as a foundation, license permitting (or not). The bigger moat seems to be all the tooling around the actual engine.
unclad5968
34 minutes ago
I didn't try that hard but I did not have much success. I spent some time trying to vibe code a forward clustered renderer in vulkan and I couldn't manage to get anything I was too happy with. Mostly just regurgitation of a few different tutorials. It's possible I'm just too dumb to use AI and it was also 18 months ago, so things have progressed on the LLM front.
branon
an hour ago
For me this falls apart on the consumer side of things.
UE5 games are manifestly lower quality than games built on custom engines. Optimization is especially worse. UE5's performance baseline _requires_ the use of upscalers (DLSS/FSR, fake/AI frames) in order to hit basic targets like 1080p@30fps.
I won't buy games built on Unreal Engine. Homogeneity of this type is horrible for customers of the gaming sector.
caconym_
an hour ago
> I won't buy games built on Unreal Engine.
You're in an extreme minority. Also, unfortunately, Unreal is popular with indies who probably have (in general, relatively) more ethical staffing practices.
tapoxi
an hour ago
I am not a graphics engineer so I hope someone corrects me, but my understanding is that Unreal uses a deferred rendering pipeline to handle complex lighting, and deferred renderers only work with temporal anti-aliasing.
The FSR/DLSS upscalers are typically superior to TSAA and are a reasonable replacement.
wnevets
an hour ago
> It lets you treat your employees as a replaceable commodity
This has been the objective of the tech industry for years
noisy_boy
an hour ago
Employee as Kubernetes pod.
reaperducer
an hour ago
Cattle, not ~~pets~~ human beings.
We've optimized our own destruction.
sleepybrett
an hour ago
that's the objective for all employers everywhere all the time.
gruez
an hour ago
>It lets you treat your employees as a replaceable commodity that can be scaled up and down as it makes monetary sense rather than a cohesive team of skilled artisans.
Can we extend this elsewhere? Are tech companies' decision to use popular programming languages (eg. python) or software (eg. postgres) part of some dastardly ploy to make programmers "a replaceable commodity ... rather than a cohesive team of skilled artisans"? Should all programmers push for having bespoke tech stacks at their companies so they can be "skilled artisans"?
hadlock
an hour ago
>so they can be "skilled artisans"
Having had to work with these guys, and then maintain their software when they inevitably get bored and/or leave for more money elsewhere, no. Usually when these guys leave, their stacks/projects are the first to get rolled into the monolith and/or rewritten in the company's lingua franca (python)
corysama
20 minutes ago
Back in the late-90s/early 2000s boom it was not a secret that enterprise corps pushed universities to teach Java because they wanted easily-replaceable widget engineers engineering easily-replaceable widgets.
On the opposite side, startups building on difficult languages like Haskell, Elixir, Erlang have a built-in bias towards hiring a team that can get a lot more done with a lot less people. Great for startups. Terrible for enterprise.
strgrd
an hour ago
This is ARC Raiders/Embark Studios. Games made by hoards of anonymous contractors and maintained by a skeleton crew incapable of iterating meaningfully on their product.
matt_eeee
2 hours ago
Sounds great until Epic realises they can charge whatever they like in licensing fees.
maccard
an hour ago
The license agreement with Epic contains an explicit term that doesn’t allow them to retroactively change the licensing retroactively for an engine version. You might find that you can’t upgrade to VNext, but a rug pull isnt really on the cards.
bsanders343
an hour ago
Unity tried that and lost a lot of good will. Not sure it really mattered in the grand scheme though.
jayd16
an hour ago
There's truth in the fact that it's easier to hire and ramp up on standardized tools.
It's a fallacy to extrapolate that into calling a team structure completely fungible. Throwing away an effective team that was able to ship a game is an incredible waste.
mjr00
an hour ago
You're framing this as a thing done by a greedy corporation in an evil manner, which maybe it is, but it's also just a sign of the times.
For most of the 90s and 00s, your game engine, specifically idTech in this case, was a competitive advantage. Doom and Quake/2/3 all represented massive technological jumps over their predecessors and were way ahead of their competition in terms of looks. Games like Unreal (Tournament) and Tribes competed using their engines' strengths; those engines didn't look as good but were capable of rendering much larger spaces than idTech, and those games emphasized that, e.g. Tribes' massive multiplayer maps with vehicles, or classic UT maps like Facing Worlds and Lava Giant.
Then in the late 00s to 10s, things started to hit a wall. Probably peaking with Crysis in 2007, which is likely more remembered for its engine, graphics, and system requirements (all of which were truly mind-blowing at the time) than its actual gameplay. After that, games' graphics improved at a much slower rate; it started to be less about the engine's capabilities, which were increasingly homogenized, and more about art direction.
Now in the 2020s, we have UE5 for AAA games with high-fidelity graphics and Unity for everything else... what is the competitive advantage in maintaining your own engine? As you mention, you have to have internal expertise, which is less well-documented than UE5/Unity because you don't have dedicated documentation staff; you have to maintain your own tooling, which is likely worse because you haven't invested as much in it. From a ROI perspective, unless you're planning on investing so you can license out the engine and become a UE5/Unity competitor, it doesn't make sense to maintain your own engine.
And looking ahead, frankly, consumer GPUs are now so expensive that game graphics have likely peaked for at least a decade. There will simply not be better hardware available to gamers for the foreseeable future. Games "looking good" will be more about art style and direction, and you sadly do not need a team of game engine programmers for that.
0xWTF
an hour ago
Ok, so what has happened historically when we hold a tech stack constant for 10 years? Versioning proceeds, but everyone consolidates on a thing?
Python? => Data science. Sure, python is just importing the C tools that do the heavy lifting, but look me in the eye and tell me R, S, SAS, or SPSS won.
C? => I mean, everything? But what happened in the first 10 years? Proliferation of operating systems and linear algebra libraries?
So, generally, the grey beard talent consolidates their intellectual contributions and uplift everyone else. Is that true? -ish? Missing the mark?
Guys, I'm a knuckle-dragger, I genuinely don't know what I'm asking. What are the tech stacks that were held constant (by whatever factors) for a decade, and what came out of it?
Is this the decade where art directors takes over gaming?
mortenjorck
an hour ago
This is correct. It is entirely possible for both the archetypal blood-sucking MBA and the pragmatic industry veteran to reach the same conclusion for different reasons.
The build vs. buy calculus in game dev has been steadily shifting over the past 15 years, and when CD Projekt Red announced they were adopting UE5 for their next Witcher game, the writing was on the wall.
That said, Id could make a bold "commoditize your complements" move and open-source the latest, now last, IdTech. What Godot is to Unity, IdTech could be to Unreal Engine.
kvathupo
11 minutes ago
As a former AAA dev, this is spot on. At the end of the day, games are a business. Margins are not attractive and competition is fierce as the barrier to game development has lowered with Steam: both are downward pressures on wages.
After entering games with naive expectations of the wild west of the 90s, I would recommend other programmers not enter the AAA space, if compensation and job security are concerns. Indie game development looks like great fun, but don't expect any low-latency programming.
ozgrakkurt
an hour ago
I don’t think unreal engine games play and look as well as custom engine games. Like doom or cyberpunk. If you open cyberpunk without rtx etc. It really really looks good and also plays very well.
Also there is obviously a massive gap between how games look and what the hardware is capable of. Cyberpunk runs better than total war attila on my computer as an example.
Don’t write a database, don’t write a compiler, don’t write an os, don’t write a game engine… are we all supposed to write web apps at this point?
This mindset didn’t create what we have today and won’t create what we will have tomorrow. I recommend people that like building these things to ignore this pov as much as possible
Melatonic
an hour ago
UE5 can make a great and efficient game actually - its more about how you use it. And because its huge and popular and accessible there are a ton of developers using it very inefficiently.
That can be true for any commodity software though. Designing something inhouse means you inherently will have engineers and experts with better low level understanding. It doesnt mean it will be better (could even be much worse) but theres a tradeoff there.
cubefox
34 minutes ago
Yes. You basically still need a few engine programmers to use UE5 efficiently, even if it's not your own engine. UE5 seems to be user friendly enough that most of the game development can be carried out just by artists and game designers, but without engine programmers performance optimization will be poor.
reaperducer
an hour ago
You're framing this as a thing done by a greedy corporation in an evil manner, which maybe it is, but it's also just a sign of the times.
Both can be true.
Just because it's becoming more common doesn't mean it's not bad.
sleepybrett
an hour ago
Man I miss tribes and tribes 2. Sadly the revival was garbage.
shagie
an hour ago
A nostalgia point for Tribes...
There was a lan gaming place back when people had dial up... and that place had a T1 to the store that had double low double digit ping times when triple digit was common.
Tribes was one of the games installed and this also had the advantage that when a few people in the store were playing it they could coordinate playing a tank much better than other players on the server.
MissionForce: CyberStorm is over on GOG for another game from that publisher from that timeframe.
shoobiedoo
44 minutes ago
hah tribes just randomly popped into my head yesterday. it was the only fps that ever really had me hooked for long periods. such a great game
N19PEDL2
an hour ago
It looks exactly like what Microsoft already did to its browser engine Trident, which was replaced by Google’s Blink on Edge.
WorldMaker
34 minutes ago
Trident got forked/rewritten to Spartan around IE10 and IE11 defaulted to Spartan but fell back to Trident sometimes. Edge was just Spartan (and "IE11 Mode" was its hacky way embed Trident back inside Edge). It's sad that Chromium Edge still has "IE11 Mode" and situations where it keeps Trident alive, but Spartan no longer shows up anywhere. Spartan was pretty good, and obviously under-appreciated. RIP
kevin_thibedeau
an hour ago
You could just mandate that they make an API compatibility shim. Then they can't revolt and there is reference code for interfacing with the proprietary library.
whateveracct
an hour ago
it also makes your games worse. those general purpose engines all have a smell to them.
khurs
an hour ago
>It lets you treat your employees as a replaceable commodity that can be scaled up and down as it makes monetary sense rather than a cohesive team of skilled artisans.
Jane Street hires devs at high salaries and makes them use OCaml rather than a more mainstream language. The company makes more money trading than traditional giants like JP Morgan do.
So just depends on if your strategy is right. I blame Microsoft incompetence.
naikrovek
36 minutes ago
the endless optimization of everything sure does strip out most enjoyable things, though. often it is these irreplaceable people who contribute the magic that makes their creations popular.
George Fan created "Plants vs. Zombies". After the success of PvZ (the first one) PopCap fired him and replaced him with someone much cheaper. PvZ2 was horrible. All subsequent games (the ones I've played) have been awful. So, money was saved. Money was probably made by microtransactions. But no one talks about PvZ anymore. The magic was torn out for profit.
everdrive
an hour ago
And of course, there is really no down-side to low-wage contractors wielding UE5. /s
paytonjjones
2 hours ago
You're presenting this with ironic swipes like "bad things like ask for more money", but it's hard to read this description as anything but straightforwardly more efficient.
If there are few downsides to centralizing game engines, and the need for engine work is inherently cyclical, why should we want engine work to be internal and non-cyclical?
I really don't know much about game engines so maybe there are real downsides to that approach, but the way you've laid it out makes it seem as if Microsoft made the right decision here.
jacksnipe
2 hours ago
There are downsides, it’s just that it’s the best move from a business perspective. That doesn’t make it the best move from any other angle.
zaptheimpaler
an hour ago
Try actually playing a modern Doom game and then a modern UE5 game or look at some benchmarks. UE games mostly run like shit, whereas Doom/idTech games are the smoothest in the entire industry.
tapoxi
an hour ago
Fortnite is UE5 and runs well on phones. There's a lot of studios who can use UE5 poorly, and not a lot using idtech poorly to compare against.
dymk
2 hours ago
Efficient for who? The people who lost their jobs?
FeepingCreature
an hour ago
Game making.