And interesting, Mike Acton's point goes all the way back to the late Fred Brooks. Not the popular main topics of MMM, but the "Surgical Team" chapter, where he mentions that there should be someone taking care of the tooling. Now, in 1974 this could have been a person. In the 90s game studios it was common to have specialized teams building reusable tooling. This seems to be disappearing.
My original point, that was not well articulated at all, was more that there should be a middle ground. The choice shouldn't be only between "homegrown engine" and "Unreal/Unity oligopoly".
I'm saying there should be much more competition when it comes to third-party engines, but also in third-party tooling and third-party middleware.
And this competition should be more specialized in order to demand less of the "train and maintain a proprietary engine" but also less of the "dealing with roadblocks in UE".
(A lot of people think it's a custom engine though.)
The adverse reactions I occasionally receive when I talk about building my own engine are a primary source of my motivation these days.
Let me give you some even-more-unpopular opinions. I think the GPU is a gigantic distraction from fun. Low-level languages are largely a mistake for new engine/game development in 2023+. You can deliver production-quality, interactive experiences on top of GC'd languages that perform better than ASM/C/C++ implementations (both for technical reasons & human reasons).
For me, the best "game engine" on earth right now is .NET7. Nothing gives me as much control over such a broad scope of fundamental primitives. You might be balking at this point, but go look at their System.Numerics implementation. First-party, SIMD-enabled code for projection matrix calculations based upon FPS-style semantics is just the beginning. No royalty bullshit either - I get to keep 100% of the profits I extract.
I am not looking to support building WoW2 or COD. This is for a very specific creative vision.
But there's a point there, lots of recent game developers are strongly against the idea of "new" things since each new engine would be one new software and platform to learn.