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Getting Rich Writing Mac Software

Udo Schmitz writes "Look at this as kind of a followup to an article from yesterday, which was weak and boring although the author had a point. Enter Wil Shipley of Omni Group and Delicious Monster fame. At WWDC 2005 he gave a talk (PDF) about why he develops software for the Mac, when "all the other kids" are programming for Windows. Choice quote: "Windows users only ever use three apps: Word, IE (for e-mail), and iTunes"."

7 of 136 comments (clear)

  1. HTML version of the talk by Anonymous Coward · · Score: 5, Informative
  2. Re:Seriously: other big Windows software... by g8oz · · Score: 2, Informative

    However, it requires a third-party MPEG-2 codec, which are freely available.

    None of the codecs on the page you linked to are free.

  3. Re:IE for email? by GaryPatterson · · Score: 2, Informative

    Just being picky, but what about web-based email clients? Aren't Google, Yahoo, Hotmail and others accessed through a browser?

    And... I hate saying this, but... Access can do a lot of simple spreadsheet things. It's not good, and definitely not pretty, but you can do it. After a few years as a spreadsheet, database and general data gimp, I know this (but wish I didn't).

  4. Re:IE for email? by Lars+T. · · Score: 2, Informative

    They use IE to access web-mail.

    --

    Lars T.

    To the guy who modded me down from perfect to terrible Karma - Apple haters still suck

  5. The real reson. . . by Bastian · · Score: 5, Informative

    Is that the Windows market is oversaturated. I'm going to suggest that the number of commercial software developers a platform can support is related logrithmically to its user base. Given how massive the Wintel platform's market share is, there is just no room for a small shareware developer looking to break into the market.

    Just do a Tucows or Download.com search for _anything_. You'll find about 30 other apps, many of them freeware. And frequently a couple of them will be huge well-established behemoths. Omni would have been insane to make OmniGraffle a Windows-only program with Visio already there. Go do the same searches on the Apple secion of VersionTracker, and you won't find nearly as much stuff, and frequently a bunch of it will have only half the features you want.

    And the games market for Macs is so tiny that you can write almost anything and bet that you will get at least some following. There's a Mac-only MMORPG that, technology-wise, is far far behind anything else on the market, but it still manages to keep a loyal community even in the face of games like World of Warcraft.

    (Of course, that's probably because there also seem to be a lot of cheapskate, half-assed Mac gamers like me who were unsure about paying $50 for the game PLUS $10-15/mo subscription (My Sirius radio cost less than that!) when we know there's a good chance we would get bored and quit 3 or 4 months into it when that price including startup costs still works out to $30 or so a month. And when we saw that the minimum specs were way above what we had sitting on our desks, that was the nail in the coffin. The shaky, half-assed attempt to get back on topic moral: If you write Mac games, make sure they will run on well-mildewed hardware. On average, Mac users let their computers age much longer than PC users do (I've heard twice as long quoted a few times), and there are not many among them who are the kind to buy a new computer just to be able to play the latest game. If we really cared about games anywhere near that much, we never would have ditched Windows in the first place.)

  6. Re:Less incentive for doing Mac games now by argent · · Score: 4, Informative
    Basically x86 Mac shares the same problem as Linux, emulation is viable.

    Not for games. Not for high end games, anyway. Why? DirectX. Once you've done the work to support OpenGL as well as DirectX, you've done most of the work for a Mac port anyway... and you can probably toss off an SDL version for Linux as well...
    Ryan Gordon, Epic Games: From a game development (rather, a game porting) viewpoint, this will be a huge win once we get the majority of users over to these systems, both in terms of developer expertise and end-user performance. Most games we deal with are already running on Windows/x86, and were optimized with the x86 in mind, so "porting" these Mac games is turning off the byte swapping and turning back on the SSE codepaths. Not having to write anymore Altivec code is a GOOD THING for everyone involved. All my bitching about having 30 windows developers and one me are a non-issue in terms of optimization.

    I could probably get, say, ut2004 up and running on an x86 Mac within...well, the time it takes to change a few lines in a Makefile and recompile the game, and I'd have optimizations suddenly enabled that were never previously feasible to put into the Mac version.
  7. Mac Games, a list for those who can't use google by green+pizza · · Score: 2, Informative
    I'm not going to argue, but I do think there are probably at least 30 new commerical Mac games in the past 12 months, and certainly many more freeware/shareware games. There are at least 100 commerical games that run native on Mac OS X (ie, not "Classic" Mac OS 9).

    Companies that publish (and sell) Mac games:

    Additional Mac Game Resources: