Here is what I think:
At first I used to think that long term support vs short term support release cycles were more for complete operating systems. But after seeing that Blender has also applied this philosophy to some of their release branches, and after what I have witnessed here in Unreal forums, I wonder myself if this engine could benefit from this kind of releases. I develop:
Problem:
Unreal Engine is big, widely-featured, very powerful, and most important, highly adopted in several industry fields (cinematography, automobile industry, gaming…). As intended.
As this engine has a lot of features it’s also prone to suffer from having a lot of bugs. Knowing this, it seems that its current release cycle works more or less like such:
When several bugs are found, Epic first uses to release a new .1 version right after the previous one, committed only for bug fixing. Example, months after the release of 5.6, the 5.6.1 appeared. This release was only for bug fixing.
The thing is that, in this 5.6.1, some problems were solved but some others remained. And after this, no more bug fixing versions were released. What seemed to happen instead was that it was planned that after 5.6.1 version, remaining bugs were scheduled to be adressed in 5.7.
And later, when this version was released it happened that:
Some of the remaining problems in 5.6.1 were solved.
Some of the remaining problems in 5.6.1 still remained unfixed.
Some new features were added.
New features provoked even newer bugs.
Therefore, what seems to happen, is that beyond certain point, Epic prefers instead of doing bug fixing, to release a newer version, trying to adress remaining bugs in said newer version. But happening that since this newer release contains newer features, even NEWER BUGS will appear.
So the eternal cycle repeats again and again, and after every new release, you end up seeing that the latest version has:
Fixed some of the previous problems.
Not fixed some other of the previous problems.
Added new features. Probably some of which you don’t need.
Introduced newer bugs.
So users end up asking themselves: ‘What it’s going to come fixed and what is going to come broken this time?’.
But if you think that this is a pain for the regular users, stop for a second and wonder yourself how this could be impacting big COMPANIES.
As companies works for production, finishing developments becomes critical, so I think that what would surely happens in most situations is that when a new version is released, they probably give it a try, JUST TO CHECK THE BUG FIXING, and when they discover that new bugs appear and not all the previous have been fixed, they just chose to stick to their current version for months. If not years.
Think that this is a natural consequence: The engine is massive. High amount of stuff is going to be to have a high amount of human error…There is a lot of systems to develop, a lot of systems to revise, a lot of systems to mantain…
So thinking about all of this, you can see why Blender choose to have LTS releases, as this means basically, that if you have a good release, you can declare it as a long term support version, and these versions are promised to receive patches that will serve just to do THE BUG FIXING, being frozen in the addition of new features. So studios can stick to it for some time and rest assured: in every path bugs will be fixed, but no new ones will be introduced.
At the same time, of course, you also mantain the other branch, with the usual releases, that can contain new features + new problems. This way, for the cases in which companies DO NEED stability, and quality assurance will receive it, as working as secure as posible + to finish their productions are the main priority for them.
So I’m with yes.