![]() The small team of people making the mapping engine aren't going to waste time making it look fancy. Second, (the most probable reason) is ease of use. This would mean fewer bugs, and it would also mean that if released to the public they would need frequent bugfixes and patches to make it available to a large variety of systems. There could be a lot of factors but the ones that come to my mind first are ease of use and compatibility.Īn AAA office environment would most likely have company-provided computers, meaning there would be very little variety in the OS and hardware that the program would need to support. Or the "map editor" is an existing, commercial product that cannot be redistributed by the developer anyway. ![]() Especially since almost never bring in revenue on their own (and attempts to monetize them have been met with consumer backlash recall the Skyrim paid mods fiasco).įurther, in many cases there isn't a single "map editor" but rather a complex pipeline of smaller bespoke tools. ![]() It's become harder and harder to justify the business expense of what is essentially building and shipping an entire separate product at the same time a game. Games have become more complex, the related toolchains have increased in complexity in lockstep. Customer expectations about how much support they should get around official mod tools and the like were lower. In the past, building games was somewhat simpler and building the tools similarly so. Once you ship those tools, you also have customer expectations that you will support them: provide documentation, create examples, fix bugs, add new features over time. It becomes harder and more expensive when those tools need to be brought up to the level of polish required to ship them to (potentially very non-technical) end-users. Because it is expensive, and the return on that cost is usually zero.īuilding tools to create games is hard and expensive already. ![]()
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