There are only a handful of major engines today and it's been that way for years. Unreal, Unity, Frostbite .... a few games still roll their own but the costs of keeping up are getting extreme.
I really doubt the Unreal Engine developers feel abused. For one thing, the release schedules of engines and games are now to some extent disconnected. Games get whatever the engine can do. Epic isn't going to move mountains to add a feature to UE for a licensee unless they get a TON of money to do it.
But for a lot of companies, using an existing engine is a no-brainer - even more so when the developer has no idea how well their game is going to do, using something like Unreal effectively means they share the risk with you.
(Disclaimer: Not affiliated, but I enjoy reading their developer's blogs)
If you haven't seen it, go to http://cbloom.com/rants.html and search for the title.
Epic's AAA market ended up with bigger budgets and a demand for more control, so many of them simply created their own engines. So most UE games seem to be big budget indie titles (Obduction, PUBG, Psychonauts 2) or tight budget AAA titles (Street Fighter V, Shenmue III)
Part of the continuing split of Unity indie and UE4 'AA/AAA' is less to do with the capabilities of each engine and more to do with who has the longest experience with each. They both are creeping in on one anothers turf in that respect.
Cities Skylines?
I know, I know, Correlation does not imply causation. But just from wikipedia:
> On March 19, 2014, at the Game Developers Conference, Epic Games released Unreal Engine 4, and all of its tools, features and complete C++ source code, to the development community through a new subscription model.
Same year Unity took best engine.
> In July 2014, Unity won the "Best Engine" award at the UK's annual Develop Industry Excellence Awards.[1]
Unity made Epic react.
[0]: https://en.wikipedia.org/wiki/Unreal_Engine#Unreal_Engine_4 [1]: https://en.wikipedia.org/wiki/Unity_(game_engine)#History
Even so, it may be too little too late for Epic. It's straightforward to drop prices, but difficult to change business models, release timeframes, market position in customer's minds, codebase, customer feedback from a new usage.
Even so, it may be too little too late for Epic. It's straightforward to drop prices, but difficult to change business models, release timeframes, market position in customer's minds, codebase, customer feedback from a new usage.
I wonder how many commercial engine programmers there actually are, anyway? I'd guess very few.