Fitz
1) The engine.
I'm a "don't fix what isn't broken" kinda guy, then again I don't deal with the engine issues (crashes and such). Nick does and he's very much in favor of switching. He did a great job with Torque: 95% of players don't have any engine-related issues, but 5% do and Torque isn't getting any younger. It runs best on Win 7, but Win 7 days are long gone. In 3-4 years we might run into a much bigger problem, so it's best to switch now than be forced to switch in the middle of development.
Now is a perfect time to switch because the dungeon crawler won't be very programming-intensive which gives Nick extra time to port our "RPG engine" on top of Unreal 4. If it turns into an epic project, we can abandon it and go back to Torque.
Nick said (in an internal discussion): "Months of our development time went into fixing stuff that should've been working out of the box or adding generic functionality that's not there only because the engine is a first person shooter engine and is built that way. Just two days ago I fixed a core Torque bug with memory management that's been there from the beginning of the century, and noone ever noticed it because there were no projects of AoD's (or DS) scale on build Torque. So, "knowing the engine" in my case is knowing how to fix that rusty old car on a daily basis. And even though I know that life is suffering, I'd prefer if there was less suffering and more game-related code, rather than crutches that keep the engine from falling apart.
"Sooner or later the switch is imminent. Torque is losing the battle, it desperately tries to catch up with heavy weight players, but it can't. Its heritage is dragging it down - starting from the above-mentioned number of bugs and compatibility, to the lack of integrated features: pathfinding library, physics, inverse kinematics, level-editing and world-crafting options, modern rendering engine. All those tools, conveniently integrated and ready to be at at our disposal, like SpeedTree or visual scripting. Then there is optimization: Torque is choking on our amount of resources and FPS count we get frequently dives below 20, which is nearly inappropriate for our nice, but modest graphics (Far Cry 4 gives me 40-60 on ultra settings, a game released just 3 months ago). But the main thing is that Torque essentially is just a code for a shooter game with editors slapped over it later. Unity or UE4 are software development kits, developed by a huge and successful company which makes a huge difference."
2) Refactoring old systems instead of re-inventing the wheel
I love We all love tinkering with systems and trying new things. I get excited thinking of all the different things we can try (while staying dogmatically true to TB), so refactoring is the very last thing I want to do. I don't even want to do an AoD sequel because there are so many different settings I want to explore.
3) The Bioware approach and reigning in ambitions
I don't have any ambitions. I left them with my impressive collection of suits when I quit my job. I want to make RPGs, complex and different, and enjoy very fucking minute of it. Money is merely a means to an end - something that would allow us to stay in business - not the goal or some misguided hope.
PS. Fuck Bioware