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Possibly you could build this new engine for them? You have some great ideas there. And if if works out, you could sell the engine to other games.
Our main hope is they do a remaster at 10 years. That would have the advantage of selling all new software to buyers instead of hoping for a few additional buyers to absorb the cost and provide a little profit each update.
1) As per interviews, the team remaining on NMS is small. An engine port would need studio re-focus and, with the still unannounced project in development, that's not feasible.
2) Engine ports are a huge undertaking. More often than not, this requires completely rebuilding the game from scratch. It's never as easy as just "hitting the build button" under the new engine. Even between different iterations of the same engine, such as from Unreal 3 to Unreal 4, programming language support, asset management, even basic API calls can differ and need to be totally reworked.
If you want a snapshot of the ♥♥♥♥♥♥♥♥ that comes with engine porting, look into the Viscera Cleanup Detail status updates as they detail the woes of "porting" from UDK to UE4: https://steamcommunity.com/app/246900/allnews/
I think this guy should do this all on his own - since it is so easy apparently. Like the first commenter said.
Yes some problems of course, but an architecture designed for the purpose would obviously be better. (The game is very different now). Not to mention a decade of industry progress and all the knowledge HG has gained.
Maybe 10 years from there will be an anniversary addition using what ever game engine they develope over that time.
NMS isn't an MMO, nor could it be classified as a "live service". It's a complete product but an outlier in that its developer decided to keep releasing content for it post-release. Even these content updates cost money (payroll hours, mostly) and, unless the updates themselves drive sales enough to cover their cost, that's a drain on the company that needs to be covered somewhere otherwise it will lead to the death of the company. That's why the rare few games that DO produce engine ports end up, in most but not all cases, selling them as a new product rather than giving them away to previous owners. That cost needs to be recouped, and it's a risk as previous owners may be less inclined to re-buy a game they already own.
Not sure what Zymmer read, but I know what they both mean.
There are literally uncountable programming languages. Some programming languages have been used to write other programming languages. When you're talking about YOUR PC -> NEW MAN'S SKY CLIENT -> <???> -> YOUR CPU AND GPU the unknown part is a red-eye trans-Atlantic flight oversold on seating during bad weather.
Absolutely every engine, whether it's Unity or Unreal or PhysX or Havok, is another separate platform. Think about being a computer programmer, and having to port code from Windows to Macintosh. If you don't get that, think about all the problems one platform has that the other doesn't, and how long it takes Microsoft (a billion-dollar publically traded company employing tens of thousands of programmers worldwide) to fix anything.
So the next platform not only has a different syntax, but its IDE has a different interface (and its programming language is either completely different or totally off-the-effing-wall) and that platform has different strengths and weaknesses and inherent glitches...
NMS utilizes a proprietary engine built in-house and augmented with some pre-packaged middleware, most notably Havok.
No, a proper game engine is a software you can use to built a game, but both can be separated, as far as I know NMS doesn't have that, the "engine" is built specially for the game if you remove NMS from the "engine" there is basically nothing,