From what I can read it seems also to be rather expensive.
Nope. I know of no other engine that allows the grade and "easyness" of modding that the gamebroye / creation engine allows and you can't just simply adjust any engine to allow for that. It's in the way the engine works- how mods are loaded, data is stored, etc.
(blah blah)
How many software projects have you worked on where "throw away everything we have and start over with a different technology" actually worked? I'm going to tell you right now that you don't know what the hell you're on about here. The CryEngine is 11 years old, Unreal is 17, Frostbite (Battlefield) is 7 and the post-Morrowind Gamebryo engine is 9. The reason why these companies still use "the same engine" as you insist on calling it, is for one thing that the entire dev team is used to it, but also that they keep improving the engine each year, which is why you can't run Skyrim in the Oblivion engine and vice versa. I'll remind you that Baldur's Gate 1 and 2, Icewind Dale and Planescape Torment all ran in exactly the same engine with no improvement from one to the next, and you're being mysteriously quiet about those.
The dev team used to it? Uh well ... bolt statement given how fucking buggy every Bethesda release is.
To my knowledge, Behtesda is licencing the engine, not creating their own engines and selling them - not that I am aware off, while the company behind Cryengine and Unreal are actually making their own engine and selling licences, and it shows that they have a lot more knowledge compared to Bethesda. At least I think they do. I am not a coder, programmer or game developer and I never claimed to be one. So feel free to correct me of course.
But why is Gamebryo not a top choice by any game developer out there, if it seems to be apparantly such an awesome product? While you hear at the same time a lot about Unity, Cryengine, Unreal and Frostbite. At least Unreal and Unity see a lot more use than Gamebyro.
The problem with Bethesda, in my opinion, is that the technical expertise seems to be very low, as most of the attention is on content production, not tech - I get that much from listen to Todd in interviews. Same as code optimization: it requires very good programmers and lots of time. But if you're making a game and actually want it profitable, you most likely can't afford very good coders, in a huge number, and keep them employed for years.
Look, I am not so much against Gamebyro, but more that I am just surprised why it isn't a top choice compared to all the other engines out there. Must have SOME reason I guess. And the only AAA development team/company still using Gamebyro ... is Bethesda. And they constantly release buggy games with mediocre graphics.
Again, is really that odd to question why a company isn't EVENTUALLY considering to switch to a new and/or maybe a better engine after almost 20 years? I am not asking a game developer to change his engine every 6 months or so ...
Nope. I know of no other engine that allows the grade and "easyness" of modding that the gamebroye / creation engine allows and you can't just simply adjust any engine to allow for that. It's in the way the engine works- how mods are loaded, data is stored, etc.
(blah blah)
How many software projects have you worked on where "throw away everything we have and start over with a different technology" actually worked?
None.
But I worked with companies that decided after a decade or more to check if it might be a good idea to switch to a new technology. Just as how you buy eventually new cars, machines, or software for your IT department after 20, 30 or 50 years. We are not working anymore with Windows 95 for a reason, you know. Which is what I am talking about. And not something like Duke Nuke 3D by 3DRealms where they switched engines 5 times during production. Is the idea of upgrading your tools AT SOME POINT so unusual?