I don't think you can port games from Dreams to any other platform. They'd have to make a Dreams client on PC itself. Dreams handles modelling and "programming" very differently from traditional engines.
I can't wait to see what this initiative brings. There are plenty of people that already have made multiple polished game experiences that are quite as good as what MM themselves have put out.
Right, that makes sense — there's nothing like their engine. I really did hear something in that realm but the recollection is so vague that I'm probably totally misremembering. I do think it would be wise for them to make a type of desktop client eventually. A restricted one built around breakouts of very advanced development functions that can then be imported back into Dreams.
That's too much to ask right now, but it goes along with my hope that Dreams is treated like a free (with Plus) indie game engine on PS5. I think eventual mouse and keyboard support on the console version could be a good compromise.
It likely won't happen, right, but my ultimate dream (pun not intended) is Sony embraces Dreams as a creation engine to the extent that high profile full game experiences can be submitted for store approval and get to exist as a separate game application purchasable on the store. It would be very clear it's a Dreams game, and partial revenue would go to MM and Sony as you'd expect, but it would be treated like it's own game — albeit one very clearly built within Dreams' design language.
This is overly optimistic and I think the more reasonable best-case scenario is Dreams adopting (as others have said) a Roblox model so creators can profit off of their work, and be encouraged to make more.
This is a delicate line to walk though because the spirit of Dreams is that creators share their creations (even mechanics and gameplay design) to build up the potential of the entire community. Locking too much stuff off is kind of antithetical of that.
I think there'd need to be some sort of way of ensuring they make at least a portion of their original content remixable. But then again, remixing is one of the toughest logistical complications in this whole idea since people are making their games partially with other peoples' assets. Would original designers of certain assets, music, mechanics, physics, etc. get royalties for their contributions? This could encourage more creators to make remixable content, which is great... but what if their creation is a remix of someone else's? How far would it daisy chain back? And how do you divide that revenue? Does a 3-minute musical composition have equivalent value to a highly detailed model of a gun? What if a car model and it's driving physics were used, but the final game swapped out that creators' car entirely and only built off of their physics as a base? What if you reuse one asset a thousand times, but another for just a single scene? Etc etc ad infinum.
I don't envy being the people trying to figure that out.
But I truly think it would be a waste for Sony not to cultivate Dreams as a real proprietary creation engine for indie developers. Empowering amateur (or even experienced!) indie developers to create within Dreams (making exclusive PS titles) rather than Unity or Gamemaker, etc. is a no-brainer for Sony imo. Especially with how much more accessible it is (with a much much lower ceiling, obviously).
I'm not advocating for Sony's revenue and exclusivity opportunities here, but rather I know that's what needs to happen for Dreams to reach its full potential as an engine that democratizes game development, making it accessible for nearly anyone with the time and will, who otherwise never would have realized their vision. That to me is extremely valuable for the fulfillment of a great deal of people, and could contribute greatly to the variety of unique perspectives in game design and digital storytelling.
If you're inclined to reply saying I'm crazy and way too idealistic, just know: I get that. You don't need to say it. I don't expect most of this to come to fruition.
But... it's nice to dream ¯\_(ツ)_/¯
EDIT: just thinking what if assets you create had prices attached but you didn't pay until you decided to monetize your game? Like, everything is free if your creating something free, but if you go through some approval process to "publish" your full experience for sale, at that point you have to pay all the creators a one time fee (rather than royalties down the line). Like royalty free music purchases irl. And doesn't Unity have an asset store that kinda works like that? I don't know enough about all that to really comment, I guess. I don't know why I'm even trying to workshop this hahahaha