>>15982712
>have generic physics and suffer from BLOAT and other shit
Luckily unity has realized this, and is working to solve the problem.
They're segmenting the parts of the engine into "packages" and each is compartmentalized so you only use the "bloat" parts of the engine you want.
They'll be segmented/compartmentalized different core parts of the engine when they've finished implementing the ECS (entity component system) re-design of unity (basically, for nodevs, it makes shit efficient/speedy by default, and it allows for way easier multithreading; while allowing for easier compartmentalization of unity's features into packages).
They're also finishing up implementing the rendering pipelines, meaning, ease of use for switching up lighting styles dramatically, and designing your own lighting pipeline with their tools; thus avoiding the "generic" sameyness of the engine.
There's also the existence of PBR, and is probably why a lot of engines looks samey (as it's the de-facto most realistic lighting model atm for realtime applications).
>means their games are generic
That's what happens when developers use the default options for everything.
It's a thing, but that doesn't mean you can't, you know, not use the default options.
I do have to say though, when a game uses a custom engine it definitely gains its own intrinsic uniqueness, but that's not hard to do in a pre-baked engine with some elbow grease; it just requires the developer to realize this and to put effort into correcting it.
>>16011218
>they aren't capable of meeting every developers needs in an adequate manner
>uses the default shit provided
You're supposed to built on-top of the engine.
They're there to save you from having to do all the required low level shit to just like make game, and that's it.
Everything else is up to you.
Like building a framework to deal with open-world shit if your game is going to be OW.
>These engines are designed for "Go from point A to point B within this medium-large sized level and complete your quest, now load a new map, and repeat."
Don't use the default shit then.
Use some creativity, and build on-top of the engine.
For example, it'd be pretty easy to implement the basic capabilities of a system similar to the elder scrolls and their cell serialization system in either of those engines.
>>16011379
>the ideal level is at the Open-Source Game Engine Level
Godot and xenko are pretty promising.