It's very hard to make anything innovative when you can't talk to 90% of your dev team. Games now aren't made by a single studio, they're broken up piece by piece to different studios. One company will do the FPS elements, one the driving and one the story. Even if you as the FPS designer have a really cool idea for the driving element you can't pass it on or use it. Adding that additional feature might break another studio's segment and the whole game falls apart.>>961
Unity and Unreal are extremely unpotimized. They have to work for so many different styles of game they can't manage data effectively. A slow paced walking sim doesn't need the same loading speed as a break neck racing game does. 2D and 3D work very differently too and none of those engines are able to refine themselves in any area without sacrificing in another.