In the beginning of time, game developers were severely limited in what they could do. The developers of Tetris for the original Game Boy had to make do with a 160*144 pixel
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There is absolutely no point in adding in all the ultra-spiffy effects seen in commercial games if the actual gameplay is rubbish. If you want photo-realistic graphics you can control, buy a DVD player. The graphics in DVDs are so realistic that they actually are real - this is because your DVD player is
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It's true that there are many games with great graphics and good gameplay, but my point here is that when you're making a game the thing that should be deciding which engine you use should be which one would be best for the style of gameplay your game uses (which should be decided by that point), the programming languages you know and your programming ability. A relevant example is Slipslide. It was previously done in 3D, but that interfered with the basic gameplay mechanics so for the sequel I'm writing my own 2D engine in Python, because that not only gives me more freedom and is better for the gameplay, it also uses a language I'm familiar with. It no longer has the spiffy three dimensional graphics, but I can now focus on making the gameplay actually work properly.
If you want to write a 3D game and you've never programmed before, use Blender. It's not capable of processing massive, 90-hour long first-person shooter games with incredible graphics, or a true-to-life 3D recreation of the Death Star with all the millions of rooms and hallways, but it could quite easily handle an enjoyable adventure game set on an island or a simple racing game. Now, which do you think would be more fun to play; a fast and exciting racing game or a mundane trek around some empty yet realistic space station?
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