Means that he considers the rise of PS Plus, Gamepass, etc. plus the rise of spend on addons (dlc, microstransactions, season/battle passes et) and I assume also that AAA games now get discounted fast.
So maybe he thinks about a GaaS AAA game that doesn't offer a huge super long experience from the get go that most of the players don't complete, but instead starts with a smaller amount of content and then they keep adding after launch more or less content in seasons depending on how the game performs.
Thanks for the detailed explanations as always.
Do you think maybe the Technical Director might've become acclimated to peculiarities with ForzaTech, to the point where switching to something like UE5 would feel alien to concepts and ways of doing things in ForzaTech they'd become accustomed to?
Might be something to consider here.
Nah, tech directors typically are insanely talented and experienced programmers. They are in charge of the programmers, but also of the tools and engines that the team uses. Depending on the needs and resources of the team (which also includes the knowledge of their artists or coders), they decide the tools and engines that the team will use. Some of them are custom solutions built in-house, other ones being 3rd party solutions, standard apps that most of the people they can hire know to use (like UE, Photoshop, Maya, Blender, etc).
Part of their job is to investigate what is there available outside and what the competition is using and doing. Not only in the recently released games, but also in technology that is being built for the future, because remember that AAA games nowadays can take 5-6 years to be made so if they start a game today, the engines and tools used by this game will be chosen considering on what's going to be big in 5-6 years from now, not what it is big today or when the AAA games released today started to be developed 5-6 years ago.
In the past, in-house custom engines like ForzaTech were pretty comparable to external engines like Unreal Engine and didn't require a shit ton of people to made them. Now, Unity or Unreal have hundreds of developers working for them, plus an insanely big community of game and tools developers that don't directly work for them but keep adding new features and stuff that in some cases ends added to the main engine, plus also provide feedback to the creators to help improve and fix their engines.
This means that after many years now UE and Unity are giant, powerful mamooths that can do a shit ton of cool things and are super versatile, capable of doing basically any genre and work in any platform. And to learn to use them people can start doing stuff by following some youtube tutorials. They are full-featured and do a shit ton of things, unlike the in-house engines that are focused typically to a few game genres. In the case of ForzaTech is focused on racing games so they needed to start building everything related to combat, npc dialogs and animations, etc., something already included and realively easy to use in stuff like Unreal or Unity.
The technical director will know this, and will also know that if in Microsoft they could do Forzatech or engines for shooters but couldn't do something as complete as Unreal Engine, now will less staff to work on engines and tools, and with no access to the tools and engines like ForzaTech that they did at MS, the smarter, cheaper, faster and easier solution for them will be to use Unreal Engine. And if they want to build some specific thing on top or modify anything, they'll be able to do it because Unreal allows it.
I've heard people say Playground pitched the Fable idea to MS seniors execs. I wonder if there was a plot internally about future direction?
Maybe it wasn't their idea to use forzatech for fable?
A separate brand new studio and team was built for Fable overviewed by PlayGround. They started using ForzaTech but heavily changing/expanding it to implement all the things that an action RPG needed and that Forza games didn't have like the things for combat, interactions or dialogs with NPCs and take into consideration the actions for later, etc.