this post was submitted on 29 Mar 2024
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Cyberpunk 2077
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And I assume a good chunk of they cost is an investment on the ip itself which will be definitely seeing more in the future. Glad they stuck through the whole shit show and made it work.
I hope so. The fact that they're ditching their Red Engine in favor of UE5 gives me mixed feelings, as they'll be starting over from scratch again for CP2 (although, I won't be surprised if they create a custom asset import tool from RE4 to UE5). Using a mainstream engine also means trained devs aren't as valuable versus trained devs on an in-house engine, which for a publicly traded company isn't always a good thing. Anyway, hopefully I'm wrong to worry and using a much more mainstream engine means they'll be able to nail the sequel and then some since finding experienced devs will be easier.
I partly disagree on the train staff. You still need experienced/capable staff working on it as they can modify the engine quite a bit. If they bring someone in in the middle development that person may have a quicker bring up if they are already familiar with the engine than if they were using an in house engine.
The idea that before long you may only have a few game engines in new games is sad though.
Yeah, that's what I was trying to imply. It'll be easier to find talent and replace people as needed, but that can also be a bad thing when you have penny pinching upper management where talented senior devs are let go in favor of cheaper, inexperienced devs.
I completely agree and it's something I've been a bit disheartened with over the last decade as UE and Unity become more and more ubiquitous. At least many Japanese studios still persist in making their own engines.