>>716315386 (OP)Andromeda wasn't even an Unreal Engine game.
>>716315543It's more than that.
A complex engine has a lot of moving parts that do a lot of stuff.
Double A studios are unlikely to have the budget to hire enough people with the know-how to do all that from scratch. It takes time and expertise, which requires funding, which is scarce.
Indie devs don't need a new engine from scratch, when other engines are perfectly equipped for the task, whether its old engines, like making a game in id tech1, or 3d sidescroller in fucking Unity.
Big studios have the problem of having 500 people to manage that can either find their way around in a big engine with semi-intuitive suites, or have a dedicated team working on an in-house engine with parts becoming deprecated as people leave the team, while leaving no proper documentation behind, lack of on going in-studio support, and tons of interns/revolving door devs that need to be familiarized with each studio's in-house engine, on a per studio basis, on a per game basis.
Which means homogenization and a standard cuts learning curves, and time spent on training.