[quote name='Mauricio Cinelli' timestamp='1311721654' post='4840870']
By your point of view, yes tools programmers can fuck everything up more than engine guys, but if the engine guys don't make their job right, tools programmers also won't, and probably the engine guys will make the tools guys fix what's wrong..... (not by experience thought, but it's more obvious)
A good toolset allows quick iteration of gameplay and design concepts. Quick iteration helps you determine the capbilities (and flaws) of the engine underpinning the project. If an art team knows the limits of the tech, they can, and will, design within those limits.
(To an extent) it doesn't really matter if the backend is good or not, the designers will still have the tools to make the game fun to play. If the backend is shoddy, you might have slow loading times, the shaders may not be 100% optimal, the maths library could be faster, the models might have to stay relatively low poly, but the game will still be fun to play - and ultimately that is the only metric to determine whether you have succeeded or not. The old adage of 'dont let perfect get in the way of good' applies in spades here....
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If it can be used, though not 100% optimal, you can revisit later on and tweak. However, if the backend is broken... then no one can work, and the game fails.
The best tools/engines are the ones that continuously evolved and still continues to evolve. look at the unreal engine version 1, it didn't have all the capabilities of the current version, but the games were very playable and very enjoying.