Andy and I were talking about mechanics. I already said the main things I think gave Relic the most trouble.
Engine work is difficult. It’s one of the most specialised (and well paid) gamesdev disciplines. Even with knowhow, it’s difficult. It’s not a straight path.
Bang was made for Age III (and Mythology). Do you see the issues in Definitive? Why do you assume that just because there’s a team and the right engine that magical things can happen?
We’d need another thread to talk about engine implications, this and that. All I’m trying to point out is that the right engine with the right team is a rare combo. Institutional knowledge is hard to preserve in a fast-moving industry (which is, again, why I talked about Definitive).
Plenty of tutorials out there for folks who want to do stuff with it
If folks don’t want to, there’s nothing wrong with that at all. But I do wish this “needs a phd” thing came from actual interest. Sorry for being blunt, but I am very tired of the line, whoever says it hah.