Did we forget it is not about Game Engines. It is about actually making games.

I don’t usually do opinion pieces, but I there is something I want to address. This weird Unreal vs Unity vs Godot vs custom engine nonsense that has been going on in recent years.

When I got into video games when I was like 8 or 9, I did not give a shit about what the game was built in. All I cared about is if it was good and even when I was at Uni learning game dev, it didn’t matter.

Just because you make a game in UE5, doesn’t maake it good. It may look real pretty, but is it ACTUALLY good? And vice versa, just because you made a game in Unity doesn’t mean it is going to be bad, and game maker, and Godot, etc etc. You get my point.

In recent years, I have seen a load of people slag off a game because it was not built in Unreal, especially on the steam forums. Usually by entitled gamers who don’t really know what they are talking about. Why? Even if the game was built in that engine, it would still probably run bad, or play bad or whatever issue the person had with the game. Changing engines doesn’t suddenly make the game better, if the developer did it wrong in one, it would probably be done wrong in another bit of tech. Harsh but fair.


And the reason we make games well is that we are really good at it.

It doesn’t matter what engine you make your game in, just make it good.

This weird game engine tribalism that has emerged from gamers and devs is not healthy. It doesn’t matter if you make your game in GameMaker, Unity, Unreal, Godot, MonoGame or Pygame. Use the thing that makes the best game and the thing you can get the best results out of it.

ALL of them have their problems. Unity likes to tease random ass features and then drop them again and has some crap bits that we hate (New Input System I am looking at you). Unreal has baggage from years of development and still has some weird obsession with Inheritance in a DoD future. MonoGame you are gonna have to buld your own engine.

Just don’t moan about them. Fix the problems. Replace the crap input system, code around the crap architecture decisions. Nothing in LIFE will ever be perfect, let alone game development, but it seems to be very easy to moan about them. At least in game dev we actually have the skills to fix these things.

Each engine and technology is at the end of the day a TOOL. And you pick the right tool for the job.

Remember, its about the games, not chasing the tech dragon or getting into some wierd me vs you camp.

It reminds me of like all those guys slagging me off that I wasn’t making “proper” games because I wrote all my stuff in C# and XNA (as writing a GOOD C++ OpenGL/Direct X engine takes a lot longer). Most of those guys either don’t make games any more and went to business software or are doing something completely different like being an estate agent.

At the end of the day, the only people this weird tribalism is benefiting is the engine developers themselves.