Aspyr On Porting Games to the Mac
jvm writes "This in-depth interview with Aspyr's Glenda Adams over at Curmudgeon Gamer discusses in detail the issues of porting games to the Mac. Starting with Civilization on the Mac LC up through today's Tony Hawk Pro Skater 4, Glenda takes on PC vs. Mac system requirements, how games are selected for porting, patching Mac games, and some thoughts on the future." A notable quote from the interview: "The PC often lets you [code/architect] things in a sloppy manner with little penalty, but then when it gets on the Mac it drags the game down."
Blitz Basic
I'm curious about what the problems mentioned in the article are, sloppy code that runs with a slight penalty on the PC and falls over on the Mac. My Mac has a reasonable number of MIPS (2 x 450 MHz G4), but most ports of PC games are barely playable.
Mea navis aericumbens anguillis abundat
Writing a game to use a virtual machine and some form of quasi interpreted code always makes portability a near given.
r games 'ported' to OS X using the scumm vm. (Some cool ones!)
See this site: http://this.is/vortex/osx-ports/?action=games
fo
Also note how seamlessly Quake 3 runs on even a slow iBook 900 G3.
Other games which also ported nicely would be Warcraft III and Neverwinter Nights.
This is mainly due to the programmer showing some foresight.
The only problem is that the Mac version of Neverwinter Nights is out only recently, when all my multiplayer PC friends area already tired of playing it, and it costs about 8 times the price of the current Neverwinter Nights PC version, as well as the fact that it's difficult to get the expansions running for a normal home user, and ALSO the fact that I am unable to purchase the game AT ALL locally and the US and GB amazon stores don't ship here and Paypal does not support my currency.
AND THEN THEY COMPLAIN THAT THE PORTED VERSION DOES NOT SELL!!!!
I own the game on PC already, so why buy it twice? Warcraft 3 AND Quake3 runs on both nearly out of the box.
No, it's all up to sloppy marketing and programming. Don't blame the OS or the users.
The most interesting answer to me that I got from Glenda was with respect to crossplatform technologies. I'd recalled that she'd used OpenAL a number of times. And of course Apple created a decent OpenGL implementation thanks in part to John Carmack's influence. The DirectX to OpenXL porting route is right common nowadays. Wouldn't it be great if it were easier for programmers to *start* with these xplat techs and make ports trivial processes, like Quake 3 was?
But Glenda didn't put much stock in xplat techs becoming easier to use than M$ sellout techs, nor did she see Apple throwing more weight behind their use a solution.
But in true "forest for the trees" fashion, she pointed out the one potential savior for people gaming on "second tier" platforms, let us say, that I'd completely missed.
ruffin: Who else could run with the ball to get mature, cross platform game programming APIs written?
GA: Microsoft, but I don't see why they would want to.
It's sad that the M$ monopoly in the desktop OS market is so, "That's just the way it is," that I would have completely overlooked the answer. That's great insight -- though awfully obvious -- and the perfect "hit-home" reason for us gamers to be pretty angry with the folks in Redmond the way AOL/Netscape, Apple, Sun, and friends are.
I'm hoping to get a editorial based on the interview up soon, but at the same time to keep out the bile and trying to stay relatively objective and fair. That's proving tough.
And at the same time, the porting system is awfully broken. As games get larger and larger, who knows, perhaps taking multiple DVDs instead of multiple CDs (or obscenely long download times via the net), porting all that code isn't going to get any easier.
It's all 0s and 1s. Or it's not.