agentorange
Arcane
Well this is sort of just semantics, but, my point is that, say if you did make an engine that was as easy to get into as Unity, but one that was also very good for working on larger projects, what would stop people from producing massive amounts of shovelware with that engine? It's like the PS2, it was very to easy to make games for it, and there were plenty of larger scale great games made with it, but also infinite amounts of shovelware. Only way to stop shovelware is to make the bar of entry so high that it's unappealing to try and make a quick buck using it.It says everything about Unity. Easy to get into and release shovelware. Difficult/impossible to work with on larger projects. I always chuckle thinking about Unity Technologies, that their Unity showcases aren't made with Unity. Shysters.It doesn't really say anything. If you made another incredibly easy to use engine that was also nearly perfectly engineered without any of the problems of Unity, with an asset store, you would still end up with 99% of games made with it being shovelware simply because of how easy it would be to pump out a low effort game with said engine. It's just a fact of the matter with a system that has a very low bar for entry and low commitment; on one hand you end up with a ton of shovelware, on the other hand it allows some unique, small-scale projects to get made that might not have gotten off the ground if using a harder to learn engine.And I wonder how many would do so again? That 99% of anything shipped is shovelware speaks volumes about Unity.How so? There have been many games shipped with Unity. Some of them even turned out good.Unity is a prototyping tool. And for that, it is useful. Nothing more.