>>1039295
>They all praise the UE5 choice but cry about the performance/stability + requirements as if it had nothing to do with that decision.
Performance and Stability aren't the biggest problems with UE5. The biggest problem is that it's a canned game engine that's dead simple to use. Anybody can learn it and slot into any development team who uses UE. That's part of it's appeal, but the flip side of that coin is that by abandoning in-house developed engines you end up with a generalized can of shit that can't really do what you need your game to do as well as you need it to. It also squeezes out talent, because it's hard work to create a game engine to spec for games that haven't been created yet - and having a studio full of people who know how to use your companies own proprietary game engine means you'll retain talent to a much greater degree and that talent will be more highly paid with better benefits. The whole reason why you're seeing such a push to unionize in game development now is because talent is being pushed out in favor of outsourcing development to a shitload of outsourcing studios - who themselves are getting pump and dumped as soon as the game ships.
You don't see Unionization for high-skill labor, because those skillsets are themselves leverage against corporate mistreatment. You only see unionization take hold in low-skill jobs, which the game industry has largely become.
Meanwhile we get very pretty AAA games that run like dogshit, play like dogshit, have dogshit consistency between assets/environments, are full of bugs, and are overall just sterile and lack any spark of creativity. A lot of people blame the publishers for that, and it's not like they don't bear a good measure of the blame - but this trend towards canned game engines and the flooding of the labor market with low-value employees is a major factor as well.