IIRC they had to change a lot in their engine because of how vertical the CP world was. At this stage, I don't understand why they hadn't switched to Unreal, it should have been exactly what they needed. It makes sense to have one's own engine as long as it's easy to evolve along with the games using it.
But I suppose that they wanted to avoid the cost of migrating from all their tools and flows to a new engine. Then there's always the fear it won't fit either and cost more time to overcome all the problem of a 3rd-party product vs working on one's known code. See what it cost to BioWare when they decided to use Frostbite.
Agreed, except licencing an engine requires a lot more work for the support and to keep a clean & documented API. If you want to sell it, chances are you'll have to adapt it to your first clients so it's adopted, supporting use-case you don't need for your own games. It's just a different strategy.
But I suppose that they wanted to avoid the cost of migrating from all their tools and flows to a new engine. Then there's always the fear it won't fit either and cost more time to overcome all the problem of a 3rd-party product vs working on one's known code. See what it cost to BioWare when they decided to use Frostbite.
Yep, that makes a lot of sense.
Using an engine for only one game is pointless. You either have to licence your engine to others to make money, or licence another engine and pay money but save workload.
Agreed, except licencing an engine requires a lot more work for the support and to keep a clean & documented API. If you want to sell it, chances are you'll have to adapt it to your first clients so it's adopted, supporting use-case you don't need for your own games. It's just a different strategy.