But we did? We've come a long way from the limited XBLA catalog. It didn't happen overnight, but doubtless we wouldn't have the volume of games we have today without Unity, Godot, Gamemaker, Renpy, RPG Maker...
But we did? We've come a long way from the limited XBLA catalog. It didn't happen overnight, but doubtless we wouldn't have the volume of games we have today without Unity, Godot, Gamemaker, Renpy, RPG Maker...
I'm not sure the 2 of you are disagreeing. We definitely saw an explosion of indie games. In 2010, there were less than 10 indie games released on steam per month. By 2022, there were ~500/mo, and today there's ~750/mo (I expect that the 250/mo jump around 2022 can likely be attributed to LLMs).
What's hard to say is if this increase significantly increased the number of good games. Mostly because "good" is highly subjective, but also, I think something else happens. I've been playing games for the better part of 40 years, and what I noticed, is that in that time, the number of must play games each year has largely gone unchanged, despite the industry being orders of magnitude larger than it was 40 years ago. But that is also tricky, because 2 things happen every year, our standards get higher, and our preferences get more refined.
Think of the negative reputation the Unity engine gained among gamers, even though a lot of excellent games and even performant games (DSP) have been made with it.
More competitors does also raise the bar required for novelty, so it is possible that standards are also rising in parallel.
Unity + Steam just makes this process a bit easier and more streamlined. I think the new thing is that as well as the dickwads who are trying to rip people off, there are well-intentioned newbie or indie developers releasing their unpolished attempts. These folks couldn't publish their work in the old days, because making CDs costs money, while now they can.
I don’t think we would’ve seen a Hollow Knight without Unity, built by a team of 2-3 devs.
A 90s PC can't do a complex 3d engine because it lacks the grunt. A 2020s game dev can't do a complex 3d engine themselves because they don't know how to do complex 3d.
Maybe it only got visible to the consoles generation around the time of XBLA arcade, and even that was already predated by PS Yaroze and PS2Linux efforts.
Before Unity, we had SDL, Ogre3D, SFML,... but naturally all of those require more coding skills than engines designed with UI workflows in mind.