EverNightX: My point is that I believe professional game dev studios that can't make their own engine should probably not be making games.
If you're dealing with bare hardware and a fixed set of hardware i could agree with you. But again we're not.
But why do you feel it's necessary for them to build/maintain their own engine? I mean if it was something brand new where the engine didn't exist (
say DOOM or Quake of old) then sure. But today's engines handle that quite well.
Then you have games like Visual Novels that... just don't need a whole lot of power to run.
rtcvb32: You misunderstand the phrase. You're told not to 'Reinvent the wheel
EverNightX: I understand the phrase. But because game engines are not even close to being perfected we need people to learn how to make them so they can be reinvented. Because what we have today is nothing. It's clunky as hell. Like a square wheel. There is a loooong way to go. And we won't get there any time soon (or at all) if most of the industry is dependent on the work of others and the knowledge is not passed along and innovated upon.
If the engine is lacking something, sure. If someone wants to build an engine for the heck of it (
or provide the first port of say GL Quake) then sure. But the process isn't straight forward. This isn't a single thread MSDOS system world anymore that doesn't require drivers and problems are easy to spot; And some things like even the C++ language can obfuscate and inject bugs to perfectly properly looking code. You can literally pull your hair out for weeks trying to find bugs.
Why should i have to build a piano when all i want to do is play music? Well now if you can't build a piano then you are a terrible musician and should just quit music altogether. That's what i'm getting from you.
While i think it's nice to understand how the piano works, it's a black box, meaning you put something in, and it gives something out, and that isn't required to make music. Understanding under the hood to optimize is one thing, but your approach i feel is wrong.
Many game makers today aren't programmers, and never will be. But with tutorials and tools given in say Unreal Engine, they can find models, animate them, and even attach in a visual programming-like way for how something should work, and build a game. And using RPGMaker and the default programming in place, you can make your own Final Fantasy story of getting the maguffin and fighting the final boss and throw in some pictures, and have a sufficient game.
Often times artists aren't programmers, and programmers aren't artists. And the ones that can do both, well they should be appreciated. But someone making a multiple choice novel shouldn't be excluded from making a game using RenPy just because they couldn't make their own engine.