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More Bioware For Linux?

GNious writes "Bioware has a thread about porting the upcoming game Dragon Age to Apple Mac OS X and/or Linux. Debate include such topics as porting houses, physics engines and the value of the market, with an enormous amount of requests for such games as Neverwinter Nights 2. With the potential for selling upwards of 1000 copies (counting individual requests) of a game at possibly $50 each, is the decision to exclude a platform and the associated revenue the correct one, or are the petitioners the ones that have gotten it wrong to think that their ca 1-5% marketshare matters?" I think the unfortunante reality is that in today's gaming market, you find that fewer people are willing to take a chance on the sales for these smaller markets -- too hard to predict revenue, and too hard to (some would say) to do the porting.

287 comments

  1. Not enough follow through. by suso · · Score: 5, Insightful

    The problem with counting requests like that is that there is not a lot of follow through. I'd say that half or less of those people requesting will actually purchase the game. I myself bought a copy of Neverwinter Nights 1 as well as UT2004, Quake 3, Doom 3, Sim City 3000 and a few other games that work under Linux. Provided that I would have enough time(have a daughter now) I will buy a copy of NWN2 if they make a Linux client. But from what I've seen and heard from many people in the past, a lot of gamers talk talk talk and don't buy. Its easy to say "Me too", but most can't or don't pony up. Then again, there are probably a lot of people who don't say anything, but end up buying a copy to use for Linux. They need a better metric for counting the number of used Linux clients.

    1. Re:Not enough follow through. by diersing · · Score: 5, Insightful

      One issue might be that, in general, techies run Linux. Gamers, because they see what platforms are being serviced, don't run Linux as it would cramp their gaming lifestyles. I know everytime I try to make my house Linux-only, my gaming itch flares up and I bang my head against Wine for a while before breaking down and re-installing Windows. I don't recall ever seing a game for Linux is CompUSA/Best Buy/Frye's as long as I can remember.

    2. Re:Not enough follow through. by Anonymous Coward · · Score: 1, Insightful

      Perhaps I'm mistaken but we have so few games available for linux, you'd
      think there would lots of pent up demand for ANY games on that platform.
      In terms of absolute number of sales that's a factor how much it is marketed
      I suppose, but you might double your sales?

    3. Re:Not enough follow through. by spottedkangaroo · · Score: 1

      I bought three copies of nwn1 and two of nwn2 ... I'm kinda miffed that you can't run the nwn stand alone server under linux for nwn2. However, I'm also a supporter of cedega and have been sending them my $5/mo for like 3 years now. My guess would be that your games would work under cedega. It's sometimes kinda trickey, but if you actually buy the games it works pretty well -- the cracks and things for illegal copies don't work very well apparently.

      If they later release a native linux port of nwn2, I'd definitely buy it, but they won't. They got tricked into porting the engine from GL to DirectX ... The GL flavor was easy to port between the different platforms.

      I kinda mixed and matched my thoughts here, but if it matters I'm playing both copies of nwn2 under winblows... The game is a terrible resource pig and the visuals do not account for the resources they eat, so whatever I can do to reduce the overhead is worth doing.

      --
      Imagine if you weren't allowed to use roads because a bus company complained about your driving 3 times. --skunkpussy
    4. Re:Not enough follow through. by Anonymous Coward · · Score: 0

      If they later release a native linux port of nwn2, I'd definitely buy it, but they won't. They got tricked into porting the engine from GL to DirectX ... The GL flavor was easy to port between the different platforms. I know it's an over-simplification, but wine also consists a library to handle stuff like this. There are also people who specialise in porting like this, but admittedly, I have no idea what kinda costs that incurs. I suspect the issue is more support- than technology-based. When they release a linux client, they then have to support it...

    5. Re:Not enough follow through. by Fred_A · · Score: 3, Funny

      What do you mean few games ?
      Come on there's Pong, Solitaire (all 30 of them no less), Break Out, uh, Super Break Out, Asteroids, Space Invaders, *Super* space invaders, xBill, Tetris... that game with the sliding penguins, that other game where you can have the sound or the graphics but never both... Oh, and xpilot of course, and ADVENT, and um... Anyway there's lots of great games. There's so many I can't even remember all of them.

      I even got Myth II for Linux in a real shop a few years ago (only Linux game I ever saw offline).

      --

      May contain traces of nut.
      Made from the freshest electrons.
    6. Re:Not enough follow through. by thePowerOfGrayskull · · Score: 1

      I bought three copies of nwn1 and two of nwn2 ... I'm kinda miffed that you can't run the nwn stand alone server under linux for nwn2. Actually, the server does run under plain Wine on linux. Not ideal, but it works. A search on the nwn2 bioboards will give you step-by-step directions.

    7. Re:Not enough follow through. by molarmass192 · · Score: 1

      I don't recall ever seing a game for Linux is CompUSA/Best Buy/Frye's as long as I can remember.

      Well ... I bought Quake4, Doom3, UT2004, and NWN at BestBuy and I only run Linux ... granted, I had to download the binary for most of those, but I do run them on Linux only. That said, I only play Enemy Territory regularly, don't think I've run D3, UT2004 or NWN in well over a year. However, I put my money where my mouth is. If Bioware puts out a Linux game, I will buy it. It's not a huge financial strain to purchase all Linux games right now since they're pretty few and far between.

      --

      Good people do not need laws to tell them to act responsibly, while bad people will find a way around the laws-Plato
    8. Re:Not enough follow through. by Sqwubbsy · · Score: 1

      You forgot the GiMP.

    9. Re:Not enough follow through. by Belial6 · · Score: 1

      If the gaming companies want to advocate for Linux (Which in the long run is in their best interest), what they really need to do is put a small program on the disk that goes out and automatically downloads the Linux binary, and installs it. Then they put Linux on the box right next to Windows. This would give a much better experience to the Linux users, while at the same time making sure that MS doesn't lock them out of the game market later because of some precieved competition.

      At this point there are not that many different package managers in common use, so it would even be reletively simple for them to test for the local package manager and do the install through that.

      The most important thing though would be to be able to truthfully put Linux on the box in the store. There is no reason for a separate box, so it would not increase their costs at all.

    10. Re:Not enough follow through. by MrCopilot · · Score: 1
      Quake4, UT2k4, Doom3.

      Same old story. There are no games for linux. There is no game market for linux. Linux users don't buy.

      All are bullshit. Linux users buy GAMES. We prefer free but we buy Good Commercial games. Anyone who will continuously fiddle with wine and cedega for MONTHS (Sometimes Years (Half-Life) to get it to work, knows the value, and will pay for a Linux Native Binary.

      The real reason we have this problem can be summed up in two words : DirectX

      Notice anything about the games at the top? OpenGL.

      We need a good OpenGL Push on the consoles that can easily port to windows linux and mac.

      --
      OSGGFG - Open Source Gamers Guide to Free Games
    11. Re:Not enough follow through. by bettlebrox · · Score: 1
      Consider getting Cold War for Linux:
      http://www.tuxgames.com/details.cgi?gameref=136&nc =1149217369
      http://www.linuxgamepublishing.com/info.php?id=24&

      And, the Postal Fudge pack is out for ~$30US

      Here's damned near everything you'd want from Postal on one dual-layer DVD: Postal 1, Postal 2: Share the Pain, Apocalypse Weekend, A Week in Paradise (aka "AW7"), and Eternal Damnation. One disc gets you all this for Linux, Windows and Mac OS X.

      http://www.linuxgames.com/news/feedback.php?identi ferID=8799&action=flatview


      I just wish Cold War was a bit cheaper, but I'm hoping I can get a family member to get a copy for Xmas.

      --

      I have a very small mind and must live with it.
      -- E. Dijkstra

    12. Re:Not enough follow through. by vondo · · Score: 1

      Well.... I guess you can count me in that category. I fully intended to buy NWN after loving the Baldur's Gate & Icewind Dale games, but... I really didn't think I would like the gameplay of NWN. For me, D&D has always been about the party (since Commodore 64/Pool of Radiance days). I don't do multiplayer, so I want control over every (or almost every) character. NWN didn't offer that, from what I understood, and you had to rely on henchmen to "do the right thing." So while I borrow a friends copy of NWN and actually ran it under linux for a few hours, I never wanted to buy the game. I'm going to buy NWN2 at some point since my issues are addressed and I'll play it under Windows. But I'd much rather not have to re-boot.

    13. Re:Not enough follow through. by Anonymous Coward · · Score: 0

      no
      $45US
      £30.00

    14. Re:Not enough follow through. by 1iar_parad0x · · Score: 1

      Of course, NWN2 probably has a higher number of linux users among it's user base than say HL2, Madden, or WoW.

      --
      What do you mean my sig is repetitive? What do you mean my sig is repetitive? What do you mean....
    15. Re:Not enough follow through. by bettlebrox · · Score: 1
      No, what?

      It is $29.99 for the Postal Pack.
      It is $45 or 30 quid for Cold War.

      --

      I have a very small mind and must live with it.
      -- E. Dijkstra

    16. Re:Not enough follow through. by markdavis · · Score: 1
      everytime I try to make my house Linux-only, my gaming itch flares up and I bang my head against Wine for a while before breaking down and re-installing Windows.

      Then buy a game console?? (Just a thought)
      In any case, you CAN have a dual boot machine for such occasions... it isn't the end of the world. For me, if it doesn't exist or run under Linux, I have no interest in it anymore.

      My gaming days are now over (RSI), but when I was having fun, there were plenty of good Linux games to keep me busy- and most of those were purchased, commercial games (doomX, RCW, SIMX, Empires, Heros, Heretic, QuakeX, NWN, Myth, SOF, etc). But it does seem like there are considerably fewer commercial games now than there was, say, six years ago.

      My all-time favorite game is/was RCW (Return to Castle Wolfenstien). No matter how much pain, if they produce a RCW2 for Linux of the same caliber, I will buy and play it.
    17. Re:Not enough follow through. by Das+Modell · · Score: 1
      I will buy a copy of NWN2 if they make a Linux client.

      This isn't meant to be a troll, but you'd be better off buying a pile of dog shit.
    18. Re:Not enough follow through. by Doctor+Crumb · · Score: 1

      I frequently play NeverWinter Nights and Quake 4 using the native Linux clients. As for other games, get Cedega or Wine; I can play SimCity 4, Diablo II and various other games using it. Just because the publishers don't support Linux doesn't mean you can't play their games.

    19. Re:Not enough follow through. by spottedkangaroo · · Score: 1

      I don't think that's true at all. The linux client they have now isn't supported except in the forums (self service).

      The thing about GL code is that you can compile it as-is on many platforms, usually requiring only superficial changes to certain menus and things. The group they teamed up with to ruin the nwn1 engine on the way to directx hell are (not un-coincidentally) the people that ruined kotor2. I think they went directx cuz not one of them knows any GL code. So they started talking about the xbox 360 to get the linux nerds to go directx....

      --
      Imagine if you weren't allowed to use roads because a bus company complained about your driving 3 times. --skunkpussy
    20. Re:Not enough follow through. by Mark+Maughan · · Score: 1

      In NWN2 you can have arbitrarily large parties.

      ~
      DebugMode 1
      rs ga_party_limit(N)


      I'm running around with 10 when I'm supposed to have 4.

      Unfortunately though, the party member AI is rather poor ATM.

    21. Re:Not enough follow through. by bluelan · · Score: 1

      Another big problem is that serious gamer geeks are early adopters. We don't like waiting until 6 months after those running windows have the game to buy it. I'd bet that game companies would see much better follow through on petitions if the Linux version were available at the same time as the windows version. As it is, they're tapping the portion of the Linux market that can't conveniently boot into windows, or is willing to wait to buy a game out of principal.

      --

      I used to be a narrator for bad mimes. (wright)

    22. Re:Not enough follow through. by spottedkangaroo · · Score: 1

      It's not tricky to get that server running in windows or lunix. I don't think running it under wine is going to be more stable than just running it under windows... ... but the thing that sucks with the windows "stand alone" server is that you can't load your game!

      In the linux server you could type "load gamename" and violla, everyone picks their character from the save game and you're off. In the windows server you have to completely shut it down to load a save game. wtf? That's really weak. You may as well just use the server built into the client (er... the game), since then you can actually load savegames.

      --
      Imagine if you weren't allowed to use roads because a bus company complained about your driving 3 times. --skunkpussy
    23. Re:Not enough follow through. by deathy_epl+ccs · · Score: 1
      For me, D&D has always been about the party (since Commodore 64/Pool of Radiance days). I don't do multiplayer

      You obviously missed the point of D&D, then. D&D, the REAL one played at a table, is about multiplayer. You do not control 4 characters, you control 1 and your mates control the other 3. Just because computer games have made it popular that you get the party experience in single player does not make that "The D&D Experience(tm)." NWN1 was more true to the real D&D experience because to have a party, you had to get some mates together.

    24. Re:Not enough follow through. by vondo · · Score: 1

      Thanks, that's great. I've been bugged that PoR let you have 8, BG brought that down to 6, etc. That might be useful.

    25. Re:Not enough follow through. by vondo · · Score: 1

      Well, sure, you are right on one level. But I want a decent single player campaign I can play on my own time, take a few months away from if I want, etc. The single character route just seems to move a little more towards Diablo-type games (which, admittedly, I haven't played).

    26. Re:Not enough follow through. by SanityInAnarchy · · Score: 1
      The problem with counting requests like that is that there is not a lot of follow through.

      They should have some sort of escrow service. Every Linux gamer who wants a copy "buys" it, and if there aren't enough, you get your money back. If there are, you get your game -- no going back on your word.

      But frankly, even less than half of $50,000 should be plenty. If it costs you more than $20,000 of developer time to support another platform, your code isn't modular enough and you'll be losing more money due to bugs and poor design decisions.

      Especially with a game -- 90% of your interactions with the underlying OS and user can be handled via SDL. Probably 90% of those are pure OpenGL. Yes, I'm pulling these numbers out of my ass, but honestly, things like web browsers and office suites should be harder to port, not easier. There are already so many cross-platform libraries you could use, even for games, that it should be a non-issue: ODE for physics, OpenGL for graphics, OpenAL for sound, SDL for most everything else. You can even take your pick of existing engines -- there's Crystalspace, Ogre, even Quake3 is GPL'd, or you could license Quake4 or the ut2004 engine and hope to make your money back in the sheer number of things the engine does for you (other than platform independence).

      Perhaps the most infuriating are the people who you'd think are less than a compile away from your platform. Flash for Linux, but only on x86. Thanks for nothing, Adobe.

      --
      Don't thank God, thank a doctor!
    27. Re:Not enough follow through. by deathy_epl+ccs · · Score: 1
      Well, sure, you are right on one level. But I want a decent single player campaign I can play on my own time, take a few months away from if I want, etc. The single character route just seems to move a little more towards Diablo-type games (which, admittedly, I haven't played).

      That's fine... my disagreement with your statement was in suggesting that you weren't getting the D&D experience. I won't argue that single player games with a party are fun, but I will argue that before multiplayer came along we didn't have a proper D&D experience in an electronic form.

      The DMed experience in NWN (1 or 2) is where I think we really start to receive the real D&D experience on a computer.

    28. Re:Not enough follow through. by visgoth · · Score: 1

      Heathen! You forgot Nethack. That's enough game for anyone!

      --
      My patience is infinite, my time is not.
    29. Re:Not enough follow through. by Anonymous Coward · · Score: 0

      If the companies planned ahead of time they could easily port these games to Linux and OS X. But even if they loose a little money on the Linux client they should still do it. It's part of running a business. Most businesses sell fringe items at a loss just to get people in the door. It helps insure that when that person shops for non-fringe items they will also come to you.

      But all of that aside, it is quite obvious that selling games and even charging monthly account fees for MMORPGs is dead. There are tons of free MMORPGs available now that are free to play. They make money by selling additional game related stuff their web site.

      You might think "That's dumb, then everyone will just buy the cool gear." Generally there is gear that you wear for its abilities which only available in the game, then there is "costume" gear with it strictly for looks which you can buy on the website. You can wear the cool gear you find or buy in game, and the costume at the same time.

    30. Re:Not enough follow through. by Flowmaster · · Score: 1
      Then buy a game console?? (Just a thought) In any case, you CAN have a dual boot machine for such occasions... it isn't the end of the world. For me, if it doesn't exist or run under Linux, I have no interest in it anymore.

      Because...

      1) console controllers suck 2) console hardware is outdated the day it's released, if not months before 3) there are types of games (flight sims, strategy) which just don't translate to console

      Dual booting is, at best, inconvenient.

      I have a dedicated Linux box which serves very well as a torrent downloader/web server/mail server/perl dev machine - but (heresy!) I have yet to think up a good reason why I would ever use Linux on the desktop.

    31. Re:Not enough follow through. by aka1nas · · Score: 1

      Just in response to your RSI issues, I also had lots of problems with my wrists making it difficult for me to play games and I found the the combination of a Belkin Speedpad and an Optical Trackball kept me from having to moving my wrists while gaming and made it a much more enjoyable experience. I haven't had any carpal tunnel issues for a few years now since I switched to this setup.

    32. Re:Not enough follow through. by Anonymous Coward · · Score: 0

      Quite frankly I managed to buy a ton of linux games at both Gamestop and Fry's:
      Gamestop:
      Uplink
      SoU
      HotU
      Quake 3 Collector's Edition

      Fry's:
      NwN
      Heretic 2
      HOMM2
      Railroad Tycoon
      Savage 1

      You'll note however that other than NwN,Uplink, and Savage, none of those games has been available in at least 3-4 years (and the last two probably not for the last year to year and a half.)

      Anyhow just trying to refute that there were never any commercially available linux ports, but there sure as hell aren't now (go try finding a game in Fry's Linux section nowadays, if you're lucky there'll be a solitaire game.)

      - v

    33. Re:Not enough follow through. by Atzanteol · · Score: 2, Insightful

      This isn't meant to be a troll, but you'd be better off buying a pile of dog shit.

      And yet you were successful at it being one anyway!

      --
      "Ignorance more frequently begets confidence than does knowledge"

      - Charles Darwin
    34. Re:Not enough follow through. by ichigo+2.0 · · Score: 1

      The same people also ruined Fallout 2.

      But on a more serious note, the cold, hard truth is that people use DirectX because it's more advanced than OpenGL, and more importantly, includes more than just the GPU part. SDL is more of a competitor to DirectX than OpenGL.

    35. Re:Not enough follow through. by Anonymous Coward · · Score: 0

      Definitely true. I actually played Hordes of the Underdark (the third NWN expansion) for the first time with a group of friends (living in PA, CA, OH, NY, and GA), and had a grand time. We had one person acting as DM, and he did a fine job. In fact, I played through again a few months later, and was surprised at just how much tweaking he had done on the fly. At least a half-dozen encounters we had with NPCs were completely missing in single player, and a few dozen others were completely different. He actually completely changed certain aspects of the campaign, and made things more difficult, interesting, and fun. In particular, Dekin's role in the whole affair was *vastly* more interesting than the official campaign's version.

    36. Re:Not enough follow through. by markdavis · · Score: 1
      but (heresy!) I have yet to think up a good reason why I would ever use Linux on the desktop.

      Can't say why YOU might want to use it on the desktop, but there are many reasons for ME to use Linux on the desktop:

      No big brother watching/controlling :)
      Faster and more stable
      Better use of resources
      More secure. No virii or malware
      Allows me access to all the Unix tools and scripting
      Much better control over customizing my environment
      Most advanced 3D desktop (Beryl)

      BTW- I do agree with you that controllers do suck, at least for FPS games. But for his occasional gaming urge, booting in MS-Windows isn't THAT "at best, inconvenient". Me? I haven't had MS-Windows installed on my desktops for many years now. On the very rare occasion I HAVE to do something in that realm, I still have a dualboot on my (much less used) notebook computer (I think it was booted in MS-Windows twice, last time being a year ago).
    37. Re:Not enough follow through. by Spikeles · · Score: 1

      sigh*... WHY! do people compare DirectX and OpenGL.. Lets educate them!

      DirectX is a suite of libraries including network(DirectPlay), input(DirectInput), sound(DirectSound), music(DirectMusic), and graphics ( Direct3D )

      OpenGL is a 3D API, it only corresponds to Direct3D. You still need to find the comparable libraries for the other parts of DirectX

      --
      I don't need to test my programs.. I have an error correcting modem.
    38. Re:Not enough follow through. by Flowmaster · · Score: 1
      Can't say why YOU might want to use it on the desktop, but there are many reasons for ME to use Linux on the desktop:

      No big brother watching/controlling :)
      Faster and more stable
      Better use of resources
      More secure. No virii or malware
      Allows me access to all the Unix tools and scripting
      Much better control over customizing my environment
      Most advanced 3D desktop (Beryl)

      We have no argument that Windows is a toy operating system in many ways, but none of the points you cite are relevant to a gamer.

      I play a lot of games, I'm willing to put money into hardware to overcome the sloppy resource usage of Windows, I know how to use a virus scanner and how to avoid malware, and Cygwin provides all the desktop *ix tools I've ever needed.

      Windows is compatible with all games, doesn't give me driver headaches, and does a perfectly acceptable job of performing mundane daily tasks like email and browsing Slashdot.

      Which brings us back to the point - I can understand why you run Linux on the desktop, but expecting serious gamers to do so is rather silly.

    39. Re:Not enough follow through. by markdavis · · Score: 1
      Which brings us back to the point - I can understand why you run Linux on the desktop, but expecting serious gamers to do so is rather silly.

      Oh- we have no quarrel. My original response was to someone who is not a serious gamer who occasionally wants to play a game. I am not in a fantasy world- Linux is not going to make a gamer happy... at least, not in the foreseeable future. Cedega is a major step, and fills a nice need for many people who choose to run Linux but want some MS-Windows games without rebooting. Still, it is not for everyone, and has its limits.
    40. Re:Not enough follow through. by ZedmanAuk · · Score: 1

      A large part of the problem is that people have already purchased the game on Windows. I would prefer to run NWN2 on Linux but if they charge another $50 I won't buy it because I've already spent the money on a Windows version. Similarly, my wife bought the Sims 2 when it came it for Windows even though she would have preferred to have it on Mac. If she wants it on Mac now she has to pony up again. And again for each of the expansion packs... What I want to see is pay once, run it on any OS. NWN1 and the Id software games do that - the Linux client works with the Windows version of the game (disc and data). The problem with doing it that way though, is that you don't know how many of your sales are actually to people who run it on Linux, and that makes it hard to justify a port of your next game to the beancounters.

      --
      -ZA
    41. Re:Not enough follow through. by spottedkangaroo · · Score: 1

      I totally meant SDL, obviously. I'm not aware of anyone that writes GL stuff without using SDL also (or instead).

      When people compare directx to gl, they're always comparing directx to SDL. There, now I have educated you.

      --
      Imagine if you weren't allowed to use roads because a bus company complained about your driving 3 times. --skunkpussy
    42. Re:Not enough follow through. by Das+Modell · · Score: 1

      You are clearly a fanboy. They always respond with "you're a troll" on the official boards, if anyone dares to criticize NWN2.

    43. Re:Not enough follow through. by thePowerOfGrayskull · · Score: 1

      That, I'm not so familiar with -- I use it to run a PW, so I haven't tried to load a saved game. However, I have found that mods made in directory-mode can't be launched in the server from the command line -- and /that's/ annoying.

    44. Re:Not enough follow through. by Spikeles · · Score: 1

      I wish people would also stop comparing SDL and DirectX, they arn't even in the same league.

      --
      I don't need to test my programs.. I have an error correcting modem.
  2. Replace Linux with any other system by LiquidCoooled · · Score: 1

    The exact same occurs whether you are talking about the PSP or the N-Gage or the Atari Lynx thing or any of thousands of systems given a chance of life.

    The only redeeming feature Linux has than other systems is longevity, Linux will remain "current" for as long as people care.

    --
    liqbase :: faster than paper
    1. Re:Replace Linux with any other system by HappySqurriel · · Score: 2, Insightful

      In the long run I imagine that this will not be an issue ...

      In 10 years computers will be (about) 100 times as powerful as they are today and it will be too expensive to create games which really push these systems to their limits. When that happens I expect most game engines will move to be programmed in Java (or another interpreted language) in order to improve the portability between Handhelds, Consoles and the PC; once a game is developed in Java (or another interpreted language) it should be reasonably easy to port it to Linux/Mac.

    2. Re:Replace Linux with any other system by Anonymous Coward · · Score: 1, Insightful

      Umh, sure. I bet lots of people said the same 10 years ago, and they were right, you can play the java version of Mario everywhere! But games are known for pushing the edge, there will be an increase in middleware. It used to be that almost everybody coded a game from scratch, down to the metal, now no one does that any more (save those who write retro games). Now at the very least one uses a 3D API, sound API, etc, if not outright engines (like the Doom 3 engine, etc).
        Middleware is a lot better than a bytecode language. In fact calling java portable is like saying x86 is portable (sure, you can code an x86 VM, same deal as java). And rather pointless, rapid development is a waste of time, if you can simply reuse code instead. You say java can be used to develop a physics engine in half the time? Well, why would I *want* to code a physics engine myself to begin with? Also, if the middleware was ported, you can be crossplatform, for example developing for SDL+OpenGL covers linux, ms windows and mac osx and probably a couple of consoles.

    3. Re:Replace Linux with any other system by Anonymous Coward · · Score: 0

      You can do and sell Java middleware too. What's your point ?

      Ten years ago, C++ made John Carmack laugh, he was a low level C fanatic. Now he's using it more and more. The Doom 3 engine is C with C++ for everything else, but the new engine Carmack is coding will be C++.
      Twenty years ago some guys were thinking C is too slow and you needed ASM.
      Just ten years ago, emulators like Snes9x were written in ASM. Now it's in either C or C++.

      As the computing power grows there's lesser need to those crappy low level languages.

    4. Re:Replace Linux with any other system by HappySqurriel · · Score: 2, Insightful

      In most cases your interpreted code (from C# or Java) will run between 50%-75% of the speed of hand optimized Assembly or C/C++ code. The real problems (currently) with interpreted languages is they do not provide a standard interface for graphics cards (which prevents taking advantage of the GPU to produce your graphics) and garbage collection is awful at handling memory management; if there was a standard Graphics inteface in Java which allowed you to program in OpenGL, and Java allowed for "hints" to tell it when to free memory you could (probably) produce a game that looked like Half-Life 2 on a pretty average PC.

      Now, games have been known to push hardware but at one point in time an office suite was also know for pushing the limits of hardware. If you look at what it costs to produce a XBox 360/PS3/PC game currently, developers can not afford to continue to push the hardware; consider that since the NES there has been a standard 4 times increase in development cost for each generation, games went from costing $5 Million (on average) on the XBox/PS2/Gamecube to $20 Million on the PS3/XBox 360/PC, how many games can cost $80 Million and still turn a profit?

    5. Re:Replace Linux with any other system by charlieman · · Score: 0

      In 10 years computers will be (about) 100 times as powerful as they are today

      The only reason for computers to be each time more powerful is to be able to push the edge with games....

    6. Re:Replace Linux with any other system by lightsaber777 · · Score: 1

      Java is both compiled and interpreted. Your statistics would be true for Python or Ruby but don't apply to a language that is compiled to binary and interpreted at the machine level. Modern Java's performance has been shown in recent benchmarks to be on par with C++ in most areas and outperforms C++ in others. It is also an error to lump C++ into the same category with C and Assembler as C++ performance is nowhere near that of C.

    7. Re:Replace Linux with any other system by Cannelbrae · · Score: 1

      C++ performance is nowhere near that of C.Yes, if you write C++ while ignoring performance.

      If you pay attention, it may be higher performance - a few C-only game dev shops switched to C++ as the compiler optimizations are more advanced. Yes, you can then write C in a C++ compiler. Guess what this suggests about the comparitive performance of the languages? ;)

  3. do the math by Anonymous Coward · · Score: 5, Insightful

    The potential to sell upwards of a thousand copies at 50 bucks a piece. Man, they could make, like, 50,000 dollars on that! I can't see why they wouldn't invest hundreds of thousands or possibly millions for a return like that!

    1. Re:do the math by LiquidCoooled · · Score: 2, Insightful

      If your development process involved coding generically (OpenGL is a good base) then porting is just a matter of recompiling.
      Sure you wouldn't want to specifically port a project when 50k is on the line, but if it takes half a day to sort out dependencies and linking then your 50k is looking better and better.

      --
      liqbase :: faster than paper
    2. Re:do the math by muridae · · Score: 3, Insightful

      Portable code is nice, but how much portability do you trade to get the game optimized? Look at the complaints about 'Brand New Game' and see how many people whine that the minimum spec will barely run it. When a game has to run at top speed on several different platforms, you might have a portable base code and then tune from there. Or you can write tuned code and try to port it if there is enough of a market. Guess which option the publishers are going to want you to take?

    3. Re:do the math by HappySqurriel · · Score: 2, Insightful

      It's actually more complicated than that being that many/most PC games use DirectX to handle sound, input and (possibly) networking ...

      If you plan ahead and use OpenGL and OpenAL it shouldn't be too costly to port a game (probably only a month or so of work for a couple of developers) but until there are much better open source libraries (beyond OpenGL and OpenAL) you will require more than a recompile to get your game to work on Linux.

    4. Re:do the math by jandrese · · Score: 1

      Well, on the other hand it doesn't appear that NWN2 is optimized at all. I mean the requirements for that game are exceedingly steep (my Athlon XP 1700 with a GeForce FX 5900 is both too slow and has not enough graphics power) already, so I'm guessing the code is not highly optimized. It doesn't even look all that good.

      --

      I read the internet for the articles.
    5. Re:do the math by Nos. · · Score: 1

      Here's the thing though, that $50,000 is barely going to cover the cost of one person for 6 months. So, do take on an additional platform, and all the support issues that go along with it, not to mention any costs associated with either porting it, or making it cross platform from the start, for rewards that are likely to not even pay for the personnel required?

    6. Re:do the math by pruss · · Score: 1

      How about testing, manufacturing (new box, new CD/DVDs), modifying documentation, training customer support to deal with an OS they're not used to, etc.? Sure, one could skip the testing, manufacturing, documenting and customer support and mail out the software on CD-Rs in generic jewel cases with handwritten "NO SUPPORT AVAILABLE" labels (and even that takes work), but the company has a reputation to keep up, and people would probably feel odd about paying $50 for that. (But then I am not much of a gamer--I've never spent more than $10 on a single computer game.)

    7. Re:do the math by GroinWeasel · · Score: 1

      And if your game uses directX, then that 50K is looking shittier and shittier...

    8. Re:do the math by Ekarderif · · Score: 1

      You mean like SDL with SDLNet? Which are easier to learn than DirectX? And are very slight wrappers over DirectX that the performance hit is minimal, especially with complex games that most of the performance chokes are from graphics, AI, or physics?

    9. Re:do the math by Cruise_WD · · Score: 1

      A large proportion of games are also released on consoles - so many companies are creating their games to be ported between systems. If done well, adding another system is not that difficult - I've done it myself for small projects in a couple of days.

      Also, as was stated above, middleware is becoming increasingly usable and widespread. A middleware developer has much better reason and better return on investment when providing a highly portable product. Because their work is not restricted to one or two games, that 2% of sales is multiplied several times over - still only 2% of the total, but it's a much bigger value in absolute terms. Secondaly, the more companies that can use their middleware, the more licenses they sell.

      I'm a dedicated game player and coder and it really bugs me that my LAN box needs to stay on Windows while everything else in the house runs linux. I was very pleased to see big name games like NWN and UT2k4 support linux, and at least HL2 recognises linux dominates the server market. I can only hope as middleware becomes even more prevelant that this effect will spread.

      --
      [ cruise / casual-tempest.net / xenogamous.com / transference.org / quantam sufficit ]
    10. Re:do the math by GooberToo · · Score: 4, Informative

      Portability is not a trade off with optimization. If it is, you screwed up in your design, big time. In fact, writing portable code often means means higher quality code with fewer bugs. Fewer bugs means more time to optimize the over all code base. This means a better product over all.

      If you're wondering why portable code means a better product, it's simple. Generally speaking, portable code means you're using multiple compilers. Multiple compilers will identify potential bugs and general code problems much more quickly.

      Additionally, code which is designed to be portable up front also tends to be designed much better. This is because you have to have a strong low level API on which the rest of your code can sit. Violations of the design by coders is quickly identified once you start to compile on the other platforms as suddenly, it doesn't compile. You can then wrap knuckles as needed. The end is a product which is maintainable, readable, optimal, and well designed. Everyone wins.

      If any of these design houses had the slightest bit of a clue, they would already have a portable, low-level API in place which is common to all of their games. This directly translates into faster time to market, fewer bugs, higher quality product, shorter testing cycles, smaller support costs, etc... And as a bonus, they obtain two additional markets (Linux and Mac) for little extra cost; assuming they do something reasonable like OpenGL at the start. Not to mention, this opens the door for the console market as then can continue to add new platform support to their low level API. The only one that becomes problematic is the Xbox because, AFAIK, no OpenGL support.

      Let's face it, things like windowing, sound, input, networking, storage, and memory management is generally where the porting issues exist. If you go with OpenGL and a common, reusable library, suddenly the cost becomes moot as it is spread across n-games, as it gets reused. It's not like you have to write n-platforms when the gate opens. Heck, add to the library as you add platforms. Once a platform is in place, the next go-round is a freebe. I have no idea why coding houses are so dumb, but the math is easy to rationalize ad it just makes good business sense. Who doesn't want reduced support costs? Who doesn't want high quality games and happy, loyal customers? Who doesn't want two to three additional markets with greatly reduced effort and shorter time to market?

      Let's face it...good client/server games want Linux servers. Supporting networking, storage, and memory is half of the library. Let's face it...this really is a no-brainer but it shows how clueless most coding houses truely are.

    11. Re:do the math by OverlordQ · · Score: 1

      Not to mention that NWN2 has SecuRom and the latest NWN2 patch wont let me play the freaking game cuz it keeps crashing (Again, recognized as a problem with SecuROM from the NWN2 developers).

      --
      Your hair look like poop, Bob! - Wanker.
    12. Re:do the math by twosmokes · · Score: 1

      Don't forget about your now-increased cost of supporting multiple operating systems. That one-time payment of 50k is going to disappear quickly.

    13. Re:do the math by Huggs · · Score: 1
      I understand there is little to no to negative return on something like this right now. However, do game companies think that those 1-5% market share platforms will remain that small given the opportunity to grow?

      Sure Linux is still not used by the general public, but with Apple's growing popularity, game developers should REALLY consider making their games portable to Macs.

      I know myself and a bunch of other people would buy games put out for Linux and mac if it was available. But, I'm unfortunately stuck playing all the games I want to play on Windows.

    14. Re:do the math by GooberToo · · Score: 1

      For what it is worth, I read on the NWN2 forums that some users actually got around the SecureROM problems by using drive virtualization software which is SecureROM aware. In fact, some reported that simply having the drivers installed seems to make SecureROM happy; thusly allowing for happily gaming.

      Check out the forums and try some searches. You'll probably be able to find the thread and see if that works for you.

    15. Re:do the math by orkysoft · · Score: 2, Interesting

      Guess why the Xbos (360) doesn't support OpenGL: Microsoft wants developers to use DirectX instead, so they can't easily port to other platforms.

      --

      I suffer from attention surplus disorder.
    16. Re:do the math by Lodragandraoidh · · Score: 3, Interesting

      Looking at this from 30,000 feet it occurs to me that the FOSS world has not applied the winning combinations used in other FOSS projects to gaming. Here is what I think we need to restart linux gaming's heart:

      1. A selection of FOSS high performance game engines (for small games that need high triangle counts, an engine for high performance and lower triangle counts, and an engine for maximum network performance - very low triangle counts or other tricks to maximize FPS and network throughput) - designed to work on multiple platforms (linux, windows, et al). If these game engines are the best of breed, they will be used by the game development community.

      2. A DirectX to SDL translator to lower the cost of entry into the Linux market for the 99% of development shops that develop for Windows - and have a huge investment there.

      These two things would do much toward bringing popular Windows games to Linux.

      --

      Lodragan Draoidh
      The more you explain it, the more I don't understand it. - Mark Twain
    17. Re:do the math by Cannelbrae · · Score: 1

      Or perhaps Microsoft didn't want to support two separate APIs? If someone really wanted GL on the 360, they could write a wrapper layer over the top of directx.

      Of course, Sony went a different route and put out a custom graphics API (someone said they had a GL layer sitting on top of it, but most devs I've talked with are using the lower level API due to efficiency concerns).

    18. Re:do the math by 1iar_parad0x · · Score: 1

      You'd need a lot of common reusable libraries. Networking, sound, and input are hardly trivial subsystems. Only a big company could afford to roll out their own API. Heck, that's what made DirectX so attractive. I'm sure OSS or even commercial toolkits exist, but it's still collection of lesser used tools to add to a project. Adding too many different tools (especially if they aren't bundled together in a single API) to a project is a known factor in project failure (i.e. you supposed to factor that stuff into a equation to determine the likelihood of success; see McConnell's books).

      --
      What do you mean my sig is repetitive? What do you mean my sig is repetitive? What do you mean....
    19. Re:do the math by kripkenstein · · Score: 1

      If your development process involved coding generically (OpenGL is a good base) then porting is just a matter of recompiling.

      OpenGL is a good option. There is another option, however, which may be of use to game vendors: porting with WINE. By developing for Windows, but making sure that it runs fine on WINE, they can get their products to run on other operating systems with less effort than switching to OpenGL. (Also this may ensure that they don't depend on obscure features of the Windows API, which may turn out to be useful in other ways.)

      Sure, I'd prefer a native port myself, but having an official version that runs on WINE would be a reasonable compromise, since it should cost the game vendor very little to make.

    20. Re:do the math by Cannelbrae · · Score: 1

      I'd love to see an open source solution, but it is a rather massive undertaking as you would be competing with packages that can cost up to a million a pop. Normally, open source has an advantage here.

      As the publisher generally buys/provides funds to license the engine, low risk is much more important than cost. Marketing alone may cost 10 times as much as the engine. On the dev side, content creation is much bigger bottleneck than tech. Tools are massively important - potentially much more so than the engine.

      Here are a few notes whoever is looking to compete in the engine market. You should consider:

      - a cross platform engine that runs on all current consoles as well as windows and linux
      - exporters (from max, maya, photoshop, etc)
      - shader construction tools
      - world construction tools
      - sound tools
      - a cross platform dedicated server app
      - animation/behavior constructions tools
      - a game framework (object serialization, reflection framework, etc)
      - content packers
      - an unified asset pipeline to handle all platforms
      - an automated build system
      - a localization pipeline and associated tools
      - a test pipeline
      - support libraries (physics, input, networking, etc) that work on all platforms.
      - a major shipped title to demonstrate functionality
      - high quality in game artwork to demo functionality
      - hooks for a web portal/online stats tracking database (abstracted for each platform)
      - a runtime optimized for minimal memory allocation (ie don't hit malloc each frame), cache efficiency (ie one of the biggest performance hits on newer platforms), and seek times (ie don't seek on a DVD, it can slow your loads by 200ms to a second)
      - good use of multithreading (including on the PS3, where you have 6 'threads' with access to 256k data at a time) ...and if all of this is MIT style license (or something other than GPL/LGPL:
      - it will have to be linked with closed source code to run on some platforms
      - most publishers are nervous about legal issues with GPL unless someone external handles legal protection
      - devs are hesitant to release all engine code - multiplayer frequently send too much information to the client/relying on encryption/other techniques to minimize cheating
      - use of third party libraries that can't be distributed/etc)

    21. Re:do the math by EnglishTim · · Score: 1

      I have no idea why coding houses are so dumb, but the math is easy to rationalize [and] it just makes good business sense.

      Has it occurred to you that perhaps it's not that developers are dumb, but instead it's that it's not quite as straightforward as you make out?

      Developers are always striving for better development practices, and this includes things like reducing coupling which leads to more portable code. However, I think you underestimate the amount of code that ends up getting written by game developers that is affected by platform or API specifics. The reason why developers don't normally write a Linux or Mac version simultaneously is that it's actually a lot of work. And unless you can justify the extra time and money that you'll need to put in to doing it, it just doesn't make sense.

    22. Re:do the math by juhaz · · Score: 1

      Considering the pieces of junk the companies keep putting out even for their primary target platforms that couldn't possibly have passed even the most rudimentary play-testing, their testing seems to consist of "if if compiles, ship it" and reputation is not something they're overtly concerned with. And customer support? Well, at least the handwritten note would reflect the reality, unlike the comfortable illusion that there IS a customer support that listens to you.

    23. Re:do the math by OverlordQ · · Score: 1

      Trust me, already tried everything. Going to try the 1.3 Beta patch and see if that works, if not, I guess it's time to rollback to 1.1

      --
      Your hair look like poop, Bob! - Wanker.
    24. Re:do the math by mrchaotica · · Score: 1
      until there are much better open source libraries

      So what exactly is wrong with SDL, then?

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    25. Re:do the math by SanityInAnarchy · · Score: 1
      Or perhaps Microsoft didn't want to support two separate APIs? If someone really wanted GL on the 360, they could write a wrapper layer over the top of directx.

      You talk about that as if it's easy. If it was that easy, wouldn't Cedega be flawless by now? (A wrapper for DirectX on OpenGL -- why would going the other way be easier?)

      --
      Don't thank God, thank a doctor!
    26. Re:do the math by SanityInAnarchy · · Score: 1
      I'm sure OSS or even commercial toolkits exist, but it's still collection of lesser used tools to add to a project. Adding too many different tools (especially if they aren't bundled together in a single API) to a project is a known factor in project failure

      I call BS on that. Bundle them together into bigger APIs and your problems go away. Make them modular enough to begin with and you never have the problems in the first place.

      Regardless, there is a single API for just about everything a typical game has to do, and it's called SDL -- it wraps around OpenAL, OpenGL, provides input, high-frequency timers, everything you could want. There's still ODE for physics, and I'm not sure if SDL does networking, but that's really not bad, and no worse than the DirectX route.

      If that's still too much for you, grab something like Ogre -- a whole game engine that already does the sound, video, physics, etc, and is already ported. Why does every game need its own engine? I suspect that this same lack modularity is to blame, and leads to some engines being good for one thing, and some engines for another.

      --
      Don't thank God, thank a doctor!
    27. Re:do the math by 99BottlesOfBeerInMyF · · Score: 1

      Has it occurred to you that perhaps it's not that developers are dumb, but instead it's that it's not quite as straightforward as you make out?

      Actually, it is neither. Most big development houses do exactly what he said they should. Look at the top games of the last few years. They fall into 3 basic categories:

      • OpenGL as described
      • DirectX - made by someone MS owns
      • DirectX - the company's first and only really successful game

      He says he doesn't understand the latter two categories, but that is because he's thinking in terms of development practices instead of business case. Category two is avoiding OpenGL because MS benefits more from promoting DirectX. Category three is a company that was uncertain if they were going to succeed so they kept their initial investment as small as possible by cutting corners and doing some things the quick and dirty way. They can pay someone to port it with proceeds, which won't make them as much cash, but they risked a lot less as well.

      Not that there are not a few clueless companies out there that are on DirectX because it is all they know and they have too much momentum to hire better people. For the most part, however, the above categories describe the industry pretty well.

      The reason why developers don't normally write a Linux or Mac version simultaneously is that it's actually a lot of work. And unless you can justify the extra time and money that you'll need to put in to doing it, it just doesn't make sense.

      Doing it right does make sense if you're confident your game will be successful. If you're taking a shot in the dark, however, and might be making a flop, it doesn't make sense. It is a risk management situation though, not really a question of payoff.

    28. Re:do the math by Anonymous Coward · · Score: 0

      Noone I know with an Nvidia card (or cards, in the case of SLI) can play NWN2. Runs just fine on ATI cards though (which is funny, considering the Nvidia advertisement on the box/when you load it, etc)

    29. Re:do the math by GNious · · Score: 1

      Lack of development, me-thinks. Whenever I look at SDL, I find that they "look" old. All news also seems to be about games/engines using SDL, and not innovations within SDL.

      Might also just be that the website looks like it was done in the early nineties? ;)

      /G

    30. Re:do the math by Anonymous Coward · · Score: 0

      Odds are better than equal many if not most game studios 'have a clue' when it comes to design fundamentals - you're able to throw stones ONLY because you're not down in the trenches, saddled with not only the aesthetic of pure design, but also the ugly details of implimenetation (and deadlines!).

      Don't get me wrong, we need people to throw stones to keep us headed towards those aesthetic and academically-minded goals... but those people don't build games; we do.

      -one of those clueless EA guys

    31. Re:do the math by Anonymous Coward · · Score: 0

      Um, just looking at the top 10 PC games on gamerankings disproves that. Chucking everything before 2001, because you said recent, and ignoring console ports like GTA and KOTOR leaves.

      No linux version:
      Half Life 2
      Company of Heroes
      Oblivion (co-developed with a 360 version, so disregard it if you want)
      Civilization 4 (works with Cedega, aparently with help from the developers)
      Warcraft 3
      World of Warcraft
      Call of Duty

      Linux version:
      UT 2004

      These are all from experienced devs (aside from arguably Infinity Ward), none are MS owned or published. Your categories don't describe the industry well.

    32. Re:do the math by someone300 · · Score: 1

      The thing is, most of this work is, as far as I know, already done. The hard part is linking it all together in an easy to manage fashion. I love the opensource world's choice, but the need for collaboration is seen everywhere. Projects for unification exist here and there for things like desktops (Freedesktop, Tango), but as of yet I've not seen too many developer ones except for the plain old autoconf tools.

      Looking around the OSS world there are some simply amazing projects that could be used for game development.... OpenGL/AL, SDL, OGRE 3D, Blender, Eclipse, ODE. ODE was used in BloodRayne2 and many other games I believe. And say a game was to choose to use Glib/Qt/GDK/GTK for operations like windowing, threads or whatever, it would be, in theory, compatible with Windows too. The beauty of most OSS libs is their cross platform. The Xbox consoles would seem to be the biggest barrier.. thanks Microsoft.

      Oh, and also, why not the LGPL? I understand not using GPL libraries for game engines used in proprietary code, but an LGPL library would not require the game's code to be released in any shape or form.. only modified bits of the engine, if any.. no? I may have misunderstood, but I thought LGPL could be linked with proprietary code.

    33. Re:do the math by 99BottlesOfBeerInMyF · · Score: 1

      We were discussing whether these companies use portable code including OpenGL or if they were using just DirectX. Whether or not they get a Linux port specifically, is another matter. So taking a look at the top 10 PC games of 2005, for example, yields 9 games that have been ported to a platform besides Windows or the XBox and 1 that was Windows only. Or specifically adderssing the games you list, you can remove Company of Heroes (published by MS I believe though THQ). You can remove Oblivion, Civ4, Warcraft3, WoW, Call of Duty 2 and UT2004 which were developed in or ported to OpenGL and published to the Mac and/or various consoles.

      That leaves only Half-life 2 as not fitting into one of the three categories I listed. They are actually in category 4, which is smaller than the others, but is game shops that are really focused on DirectX and do not move to portability, probably because the people with all the pull only know DirectX and are afraid to move. There are a few of these companies, but I think my point still stands fairly well.

      Again, we're not talking about ports to any specific platform, simply the types of PC gaming companies that do not generate portable code using pre-established APIs and with OpenGL at the onset of development. For Linux specifically, even with portable code the incidental costs are not always worth bringing it to market, given Linux's share on the desktop.

    34. Re:do the math by Anonymous Coward · · Score: 0

      Indeed. It occured to me just after submitting that most of those games have Mac versions, and hence do fit your criteria.

      And OK, CoH is a "games for windows" game, so presumably they're getting some cash or support from MS. But CoD 1 (the game I was referring to) wasn't ported to consoles, there was a Mac port though.

      Yeah, essentially, I'm pwnd.

    35. Re:do the math by EnglishTim · · Score: 1

      Actually, it is neither. Most big development houses do exactly what he said they should. Look at the top games of the last few years. They fall into 3 basic categories:

              * OpenGL as described
              * DirectX - made by someone MS owns
              * DirectX - the company's first and only really successful game

      Care to back any of that up? I'm aware of very few recent OpenGL games.

      Also, I think you mischaracterise DirectX as 'quick and dirty'; How is using DirectX 'cutting corners'?

    36. Re:do the math by GooberToo · · Score: 1

      I am a software engineer. I am fully qualified to make accurate statements on the subject matter. It IS as straight forward as I state. Heck, with only a little more effort, you can make your app 64-bit safe too. The only catch is you have to find programmers that are half way decent, and stay away from "MS"-coders. As a general rule of thumb, MS-only coders have a hard time coding their way out of a wet paper bag. That's obviously not all of them...but .net has seemingly absorbed alot of the VB coders and created a new world of bottom feeders.

      Developers are always striving for better development practices

      Except, rarely do the developers get to make these decisions. Usually it's made by moron MBAs or ex-Windows coders that got a promotion. And I hate to burst your bubble, but most coders are usually NOT looking for better practices...only a small subset do. Most are content to make their paycheck and go home. Sad but true.

    37. Re:do the math by GooberToo · · Score: 1

      Actually, network and sound are not difficult at all. I've done both...lots! They just tend to not be well understood by the casual coder. It's positional audio that makes it a little more difficult and OpenAL already fills the needs.

      You also completely missed the point. I'm not suggesting they create their own directx. I'm saying it's not hard to create a library which does network, memory management (boost or ACE to save lots of time), storage, networking (again, ACE if you like), and audio (OpenAL). Heck, I could create that, by my self, in around 30, 8-hour days. Use OpenGL and you now have a "directx" wanna-be. The only thing I left out was input and that could be done in a fairly short period (a week or two) too.

      Seriously...this is far, far from rocket science.

    38. Re:do the math by EnglishTim · · Score: 1

      Well, as a software engineer currently employed in the games industry, I also feel qualified to make fairly accurate statements on the subject matter. I have written games on Windows, Dreamcast, PSP and am now working on a PS3 title. I also spent several years working on Linux at a Post Production facility.

      Writing a cross-platform game isn't necessarily difficult; most game devs do, as you suggest, abstract out much of the lower level stuff into a more general engine upon which they build the game. However, the amount of time you have to spend on the per-platform stuff is actually pretty high, so adding a new platform is always an expensive operation.

      You also have to consider that Testing and Quality Assurance take up a large chunk of game development costs, and every new platform will add to that.

      Contrary to your assertions, it's not that game devs are stupid; it's that supporting minor platforms like Linux rarely makes any financial sense.

    39. Re:do the math by 99BottlesOfBeerInMyF · · Score: 1

      Care to back any of that up? I'm aware of very few recent OpenGL games.

      That's easy. DirectX is Windows and Xbox specific (aside from the rare re-implementation of the APIs which are soon to be more common, but are not as yet). So grab a list of the top N PC games and see how many of them have a version running on PS3 or OS X or some other platform. Now take a look at those in that list that are not made by a Microsoft owned publisher and are not that company's first successful game. You'll end up with a very short list. Half-life is about the only notable one.

      Also, I think you mischaracterise DirectX as 'quick and dirty'; How is using DirectX 'cutting corners'?

      Using DirectX itself is not cutting corners, but designing a game upon a non-portable, non-modulare framework is. It is entirely possible to design a game that way and most who do rely just on DirectX. The next game they make they usually have to scrap most of the code and start over because little of it is reusable. If the game is successful, ports are more expensive and slower. It basically means they "cut corners" initially to keep development cheap and thus have greater long-term costs if they make another version or a port. Big development houses almost always plan on a more long term basis and invest up front for more reusable code and easier ports. Now don't get me wrong, a lot of them do use DirectX for components of the Windows version, but in a modular fashion with portable coding practices. This should be clear from the thread a few comments up, but I probably should have repeated it for people like you, joining the conversation later. DirectX versus OpenGL was a drastic simplification used to quickly categorize.

    40. Re:do the math by EnglishTim · · Score: 1

      Listen, every damn games developer writes an engine that abstracts much of the lower-level details of the system. In most of these engines it will be possible to replace the basic rendering backend with another and get something up and running. As I said before, game devlopers aren't stupid. However, you'll still find that most Windows games target DirectX, if only because you don't then have to target a different set of OpenGL extensions for different graphics cards, and the chances of the end user having a working driver is higher for DirectX. Contrary to your assertions, whether you use DirectX or not in your game makes no difference to its modularity.

      Also, I take issue with your recipe for calculating the number of OpenGL-based games. The only games using OpenGL are Windows, Linux and OSX games. All the consoles us proprietary rendering systems (although some, like the Gamecubes, are quite OpenGL-like). The only recent major games I can think of that have had OpenGL-only rendering have been based on the Doom3 engine - the other ones that support OpenGL generally have it as an optional rendering module that you can use instead of the DirectX rendering module if you please. The majority of games however, just use DirectX. It's not due to developer inexperience or being in Microsoft's pocket or anything like that; it's just that in most cases unless you specifically need an OSX or Linux port, it makes more sense to choose DirectX.

      It's all very well saying that you were simplifying your argument for simpletons like me, but you've quite plainly stated that you think that many game developers are stupid, when you don't seem to have demonstrated having any experience of the field yourself. And I'm sorry - telling us that game devs should be using a modular engine is like telling Web developers that it might be an idea to use CSS. No shit, Sherlock!

      But it all comes down to my simple assertion that you seem bent to ignore, which is that adding an extra platform is always a lot of work. There is no such thing as a free lunch or a free port, and that's why so few games get ported to minor platforms like OSX and Linux.

    41. Re:do the math by GooberToo · · Score: 1

      However, the amount of time you have to spend on the per-platform stuff is actually pretty high, so adding a new platform is always an expensive operation.

      Which is exactly my point. The fact that you're still contending the per-platform cost is high means (assuming in the areas I put forward; else your point is in left field) someone is not doing their job smartly. And no, that's not a stab at you.

      Contrary to your assertions, it's not that game devs are stupid; it's that supporting minor platforms like Linux rarely makes any financial sense.

      I'm sorry, but I don't believe that...nor do I believe you have any more numbers than I do. That statement would hold water some five years ago, but I do not believe it's true today. Having said, platforms like Linux are hardly going to be the most profitable either. To run with this, if Mac is to be targetted, and cross platform is desired, then you are already 90%+ of the way there for Linux...so while your return may not be great, neither is your investiment...which was my point. Add into that fact that if it's done smartly, your investiment continues to get smaller and smaller for each additional game targetted for those platforms. Obviously, as I previously stated, there is a cost to each new platform (which you too pointed out), but that can be spread across several titles.

      I am not contending that Linux alone can support a large game development effort. I am contending that Linux/Mac can be had, if done smartly, for a small investiment with a reasonable and justifiable return, if smartly approached on the front end.

    42. Re:do the math by GooberToo · · Score: 1

      Odds are better than equal many if not most game studios 'have a clue' when it comes to design fundamentals - you're able to throw stones ONLY because you're not down in the trenches, saddled with not only the aesthetic of pure design, but also the ugly details of implimenetation (and deadlines!).

      Oh absolute BS!

      I have a fairly long history in software engineering AND implementation and I can't even begin to tell you how many times we've been screwed by non-engineering factors. Simple fact is, the rule of thumb is, engineering has little to no say in either the target date or the technology which is to be used. Engineering says we want x. A moron up top says...but everyone else is using y. We'll use y too. Period. It's the same logic as, no one ever got fired for buying IBM.

      This has nothing to do with trenches and much more likely to have everything to do with poor management. There are soooo many other factors here I don't know where to begin...but chances are...the one at the top of the list have little to nothing to do with technology and everything to do with management and/or ignorance.

    43. Re:do the math by EnglishTim · · Score: 1

      It looks like we'll have to agree to disagree here. I still think that you're unlikely to make back the cost of Testing and QA alone for a Linux port, but you're quite right; I don't have any numbers to back it up!

    44. Re:do the math by GooberToo · · Score: 1

      Fair enough. I can agree to disagree here.

      If you don't mind me asking, I'd love to hear your take on the PS3 as a platform. What type of work on you doing on it? In your opinion, in your current project, are you guys leveraging what the platform has to offer? Most of what I've read seems to indicate the platform is woefully underused in the current round of titles. You agree? Again, in your opinion, what do you consider the biggest weakness of the platform?

    45. Re:do the math by 99BottlesOfBeerInMyF · · Score: 1

      It's all very well saying that you were simplifying your argument for simpletons like me, but you've quite plainly stated that you think that many game developers are stupid, when you don't seem to have demonstrated having any experience of the field yourself.

      Commenting in a thread where you haven't read the previous posts and thus don't know what is being discussed is a bit rude, but forgivable. Posting a second time, however, where you obviously did not bother to go back and read to find out what the hell you're talking about after someone called you on it is beyond that. Further, making comments about how I plainly stated some group is stupid, when I did no such thing is bordering on flamebait. Go read the previous posts if you want to take part in this discussion.

    46. Re:do the math by Raenex · · Score: 1
      This has nothing to do with trenches and much more likely to have everything to do with poor management.

      I've been in those trenches too, though not game development trenches. It definitely takes longer to write portable code. Consider databases and SQL. A lot of it you can write portably, but then a lot of it is not so portable. It's much faster to look up how to accomplish what you are doing with your chosen database than to maintain two separate databases to remain portable.

      I've even taken the side that we should remain portable, but other developers disagreed. The basic argument was that it is too expensive and we weren't likely to switch vendors. I can't say they were wrong.

      And to say that there's no tradeoff between optimization and portability for game development is insane. There's no way a game like Gears of War doesn't make use of optimization techniques for the 360.

      For example, from Unreal Engine: "A specialized version of [Unreal Engine 2] called UE2X, which was used for Unreal Championship 2, features optimizations specific to the first-generation Xbox." And further on with regards to Unreal Engine 3: "The third generation Unreal Engine was designed specifically for DirectX 9 PCs and next-generation consoles."

      Porting to Linux isn't free. There are always tradeoffs.

    47. Re:do the math by EnglishTim · · Score: 1

      My apologies; I wrongly attributed a comment of GooberToo's (who wrote the original post) to you.

  4. porting by unluckier · · Score: 4, Insightful

    porting? why not just *trying* to make it platform independent from the start?

    1. Re:porting by arth1 · · Score: 2, Insightful
      porting? why not just *trying* to make it platform independent from the start?

      And how, pray, do you do things like sound platform-independently? Synchronised with the picture, even?
    2. Re:porting by chrismcdirty · · Score: 1

      Graphics: OpenGL
      Sound: OpenAL
      Physics: ODE
      Input: SDL (?)
      Network: ?

      --
      It's like sex, except I'm having it!
    3. Re:porting by MatrixCubed · · Score: 3, Informative

      My own game engine (http://odyssey-project.com/) uses the following technologies:
      Graphics: OpenGL
      Sound: OpenAL
      Physics: custom
      Input: SDL
      Network: ENet

      The source compiles out-of-the-box on Windows and Linux.

    4. Re:porting by El_Muerte_TDS · · Score: 1
      Network: ?

      BSD Sockets\WinSock
    5. Re:porting by falcon5768 · · Score: 1

      simple, stop using Microsoft lockin er I mean help to make your program or game. Use open standards which all systems can use. May cost a little bit more, and it might mean actually getting real programers and not DirectX hacks from the local community college, be then you will have a program that everyone can run. Problem is that its just so much easier to use tools that a company gives you to speed things along, not knowing its shutting you out of potential markets.

      --

      "Slashdot, where telling the truth is overrated but lying is insightful."

    6. Re:porting by Anonymous Coward · · Score: 0

      'Cause it's...too hard?

      Seriously: have you ever tried to write a big, complicated application and design it, from the start, to be cross-platform--and succeed? Much less a game, where you have to try to integrate the latest video capabilities on each platform using widely disparate multimedia subsystems? And then actually see it through development and testing. And have it actually work? On all configurations (of Windows, much less Linux and Mac)?

      I have. Sort of. But only sort of, and that's why it's really, really not worth doing, unfortunately.

      And then to sell upwards (upwards!) of 1,000 copies for Linux at $50 a piece making...$50,000 gross! Before retailer and distributor shares! Leaving you with...well, nothing!

    7. Re:porting by dave1791 · · Score: 1

      Since prople are using nwn and nwn2 as the examples here, I'll point something out. Atari, as the publisher of both, has access to the platform related sales data if it exists (iirc, the CDa had both win and linux binaries and I don't remember if there was a platform question in registration). For nwn2, DirectX was used and they did not bother with OpenGL.

      My suspicion is that the cost benefit (to Atari) came down in favor of not bothering with Linux this time around.

    8. Re:porting by Chris_Jefferson · · Score: 3, Insightful

      Every time a discussion about this comes up, people say "Oh, just use OpenGL, SDL, etc., and it will be portable".

      Game programmers aren't stupid. The vast majority will use the library that means:
      a) The game is written quickly.
      b) The game runs well on the largest range of computers.

      I am not a games programmer, but I go to the pub with a lot of them. Using OpenGL over directx means writing a fairly substansal part of your game twice, once using nvidia extensions and once using ATI extensions. For things other than graphics, then you end up with two choices:

      a) The library you are using is a wrapper over directx, so you are getting extra bugs / slowdown without significant gain or
      b) The library is distinct and usually has bugs with all kinds of very cheap cards many people have (in particular sound).

      Unless you can be sure changing libraries isn't going to break your game on less than 2% of windows machines, then making it platform independant is going to reduce the size of your overall market.

      --
      Combination - fun iPhone puzzling
    9. Re:porting by Atlantis-Rising · · Score: 1

      Except the point is that the cost isn't worth it. There are no 'potential markets'. Your potential markets are probably equivilant to a day's operating revenue, if that- if making the game cross-platform, or supporting it once it is, takes more than a company-day, it's just not worth it.

      Given that, why would they give half a damn about vendor lock-in? It's not doing anything but helping them.

      Frankly, you just sound bitter, and it shows.

      --
      "It is possible to commit no errors and still lose. That is not a weakness. That is life." -Peak Performance
    10. Re:porting by Anonymous Coward · · Score: 0

      Clearly you don't know what you're talking about.

    11. Re:porting by Anonymous Coward · · Score: 0

      id software do it... and do it well... and furthermore, the cross-platform development is not always a burden. It uncovers many bugs that would simply have been hidden and bitten later.

    12. Re:porting by arth1 · · Score: 1

      How do you synchronise sound and motion when using OpenAL/OpenGL? Can you?
      (This is an honest question, not a troll)

    13. Re:porting by Fred_A · · Score: 1

      Apparently for some online games there seems to be an active little Mac community. While the Mac isn't a large market, it's certainly more visible on the desktop than the regular Unixes are. It seems to me that a Mac port could for the most be the same code as a x86 Unix/Linux port (now that they use Intel CPUs) since they rely on OpenGL.

      --

      May contain traces of nut.
      Made from the freshest electrons.
    14. Re:porting by chrismcdirty · · Score: 1

      I'm not sure on the exact details of how to do it, but I do know that people have been synchronizing sound and motion since the late 70s on arcade machines, Atari, and other game machines. You don't need an entire software package to be able to do it.

      --
      It's like sex, except I'm having it!
    15. Re:porting by EnglishTim · · Score: 2, Insightful

      Why not code cross-platform from the start?

      Because it costs a lot more to do that than you might think. At a conservative estimate I'd guess that targeting Linux would take at the very least 10% more time. If the development budget for the whole game is $5,000,000, then you'd need to expect that you could make back at least half a million dollars from Linux purchases just to make it break even, let alone worthwhile.

    16. Re:porting by 99BottlesOfBeerInMyF · · Score: 1

      Except the point is that the cost isn't worth it.

      The assertion is that the cost isn't worth it. Realistically, pretty much all of the really successful games not developed by a shop MS owns, eventually get ported to the Mac and that has meant away from DirectX. Of course now that there are WINE re-implementation options that will not necessarily be the case. Still, while arguing against maintaining a non-DirectX solution you might want to look at companies like Blizzard. They seem to be doing pretty well, don't you think?

      ...if making the game cross-platform, or supporting it once it is, takes more than a company-day, it's just not worth it.

      Keeping code portable opens up the Mac platform, the Linux platform, and the console market. If your game isn't a flop maintaining portability is profitable. Of the top 10 best selling games last year, I think 9 are now cross platform. I think 5 were cross-platorm when released.

      Making a game cross platform is a gamble, just like making a game in the first place. If you don't know if your game will be successful, you can cut your investment costs by aiming only at one console or Windows and hiring people that only know that target. If you're successful, you can still port, but you lost potential revenue by making that port harder with your initial decisions. If you know your game will be successful, you're almost certainly going to code with cross-platform issues in mind, or you've screwed up.

      Bioware in the past has tried to take a middle road, by hiring some people that are more versatile and trying to address cross-platform issues, but in a half-assed sort of way. They made big promises but did not carry through, alienating much of their potential market. They ported parts of their games, but not all and charged more for the partial game on a different platform. Basically, they have been incompetent at a management level and it shows and hurts them.

    17. Re:porting by doh123 · · Score: 1

      actually they were supposed to have Mac, Linux, and Windows all on the same CDs. The game was released as Windows only. weeks later you could download a linux client, that required use of the Windows CDs. Everyone that bought and playing the "Linux Version" gave sales information that they bought it for Windows. They contracted out the Mac version to a different company altogether and it showed up MUCH later.

      Bioware (who worked on NWN1, but not 2) tried to track Linux usage by downloads of the clients. I dont believe they subtracted anything from the Windows sales figures though. Also i know that other websites hosted the download as well (unofficially) and people often gave copies around. I had some NWN gaming with friends and gave my full installed working copy to others to play on linux, and they used their own Windows bought CDs, but never really downloaded anything from bioware.

      The problem is Atari really has no idea who ran it on Linux and who didnt, because it wasnt even attempted to be tracked right.

    18. Re:porting by MatrixCubed · · Score: 1

      Usually the game data is abstract from the APIs used to render graphics and sound. When a theoretical GameObject["orc"].Model.DrawAnimation("attack") is called at the same time as GameObject["orc"].SoundEvent["attack"].Play(), what underlying APIs are used don't necessarily matter.

    19. Re:porting by GNious · · Score: 1

      Actually, doing development on different platforms, and doing a bit of porting of commercial products, I can tell you one thing:

      Coding with Cross-Platform in mind can often save you money in the long run, simply because you tend to end up with cleaner code.
      Yes, I am not providing any proof, just a statement of a Windows/Unix/Linux/Mac developer.

      /G

    20. Re:porting by tehcyder · · Score: 1
      I am not a games programmer, but I go to the pub with a lot of them.
      I believe this should be written IANAGPBIGTTPWALOT. lot
      --
      To have a right to do a thing is not at all the same as to be right in doing it
  5. Which hen... by TransEurope · · Score: 1

    ...drops the first egg* ?

    *a complete set of games. i don't count the
    few ego-shooters of the last ten years as the
    beginning.

  6. Need to popularize Linux as an OS by elrous0 · · Score: 4, Insightful
    I think the unfortunante reality is that in today's gaming market, you find that fewer people are willing to take a chance on the sales for these smaller markets

    That's how the market works. The fewer people willing to buy something, the less they'll be willing to invest in porting it. If you really want to help get these games ported, work to increase Linux's market share. The more people that use it, the more ports you'll see. That's just the way it is.

    -Eric

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:Need to popularize Linux as an OS by immovable_object · · Score: 1

      Whether it's Linux, Mac OSX or some other platform, the fundamental problem for other platforms is time. You can buy NWN2 now on a windows platform. You can buy NWN2 on Linux or Mac in a year or perhaps never. So, most people buy NWN2 for Windows today.

      The game is only new once. In a year, there are other games to attract buyers.

      I don't see other platforms being a decisive factor until game manufacturers bring out the game on multple platforms at the launch*.

      Me, I would have bought NWN2 on the Mac in a heartbeat. However, I have to settle for maintaining a Windows box for gaming, and if I want the Mac version, I have to wait, and re-purchase it.

    2. Re:Need to popularize Linux as an OS by Anonymous Coward · · Score: 0

      It's both strange and sad that most companies have NO PROBLEM AT ALL releasing a game on PC, PS2, Xbox and GameCube AT THE SAME TIME. Probably they use a nice cross-platform API like OpenGL, but whatever it is, I'm pretty sure if they can support all the above platforms, porting something to Linux or Mac OS is a piece of cake.

      Additionally, writing a Linux/Mac backend for a given API is a once-only effort, and from there on the company has working sound on Linux, working 3D on Linux, or whatever (I'm thinking they don't rewrite all their APIs from scratch for every f***ing game).

      Anything serious I'm overlooking, why the Linux or Mac games have to be ported *after* the game is out, or why that should cost tons of money for every single game that comes out??

    3. Re:Need to popularize Linux as an OS by Cannelbrae · · Score: 1

      Funding game development is a gamble for publishers. Publishers make most of their money on the mega-hits which sell millions of units. There are only a few such games a year. To put this in perspective, most games probably sell less than 200,000 units across multiple platforms. Adding minor platforms adds cost (internal and external QA, code maintenance, potential design comprimises, marketing) but won't have a huge impact on sales.

      Sim-ship with consoles can easily triple sales (or more). I doubt the linux and mac sales would match the PC sales. Publishers and devs focus on where the money is. Generally, linux and mac ports are done by other companies with lower burn rates (if your team is 3/4 artists, you need them to move on to the next title asap to keep money coming in - holding up for engineers for a few months while porting to alternate platforms can mess up the next projects schedule).

      As a result, even if an engine is completely cross platform, mac and linux releases are simpler more difficult to financially justify. Thats part of the reason why PC games are hurting right now - Windows PC game sales are frequently dwarfed by console sales. Publishers put funding where they have the chance to see the highest payoff.

    4. Re:Need to popularize Linux as an OS by ivan256 · · Score: 1

      You've got a chicken (OS market share) and an egg (Applications that run on said OS). Which came first?

  7. 1000 thats it? by grapeape · · Score: 4, Insightful

    If the potential is only 1000 copies at 50 bucks, why would any company bother? 50,000 will pay one low level programmer with no testers, no marketing, not even budget for changing the system requirements graphics on the box. Porting to Linux is nice, and for the companies that do it god bless them, but to expect it is a bit outside reality. Like most Linux projects it has to be a labor of love since it has no room for being a labor of profit.

    The only way I really see any growth in the Linux games market is either an exponential growth in Linux users or companies adopting an open source partnership to allow games to be ported by volunteers.

    1. Re:1000 thats it? by eht · · Score: 1

      And that would be assuming that 50$ is what the developer could make from it. For the developer to get that the retailer would have to charge between 75 and 100$ or possibly more.

    2. Re:1000 thats it? by TransEurope · · Score: 1

      So, sell it per mail, a simple jewel case an a piece of paper with the installation instructions only. That should be cheap enough.

    3. Re:1000 thats it? by jandrese · · Score: 1

      If it's NWN2 the manual is actually pretty useful (it would have been more useful at twice the size, but that's another story).

      More importantly, you're already making boxes for the Windows version in bulk, just reuse those and make a print run of stickers that you can slap over the "For Windows!" on the box.

      --

      I read the internet for the articles.
    4. Re:1000 thats it? by schon · · Score: 1

      If the potential is only 1000 copies

      Exactly. After all, it is well known that the only people who would have *ever* bought NWN to run on Linux would have posted to that forum, right? The fact that only 1000 people posted to the forum means that *ONLY* those people would have bought NWN2 for Linux, and they would have only bought one copy.

      Why, it's a known fact that only people who know about (and post to) a forum before a game is released will *ever* purchase that game! If someone didn't know that the forum existed, then they would *never* buy a game after it's been released, right?

      And even if they do know about it, it's quite obvious that *nobody* would ever think "I'm not going to waste my time registering an account to post a message to one forum, because it won't change their mind anyway - they've already shuffled everybody away from the real NWN forums."

    5. Re:1000 thats it? by Anonymous Coward · · Score: 0

      They don't need to change the box or sell it retail. Make it available as a download, requiring a CD key / activation code from the retail (Windows) pack to run. That's how I got NWN (Yes, I went and purchased a retail Windows copy and downloaded the linux client). Heck, put it on bittorrent and reduce bandwidth charges.

    6. Re:1000 thats it? by TransEurope · · Score: 1

      that's ok too. When i'm remembering right they did sometimes the same
      in the late 1980s and at the beginning of the 1990s. They used
      the same boxes for Amiga/PC/AtariST, just a sticker made the difference
      of the boxes.

    7. Re:1000 thats it? by east+coast · · Score: 1

      So, sell it per mail, a simple jewel case an a piece of paper with the installation instructions only. That should be cheap enough.

      That not good for either the producer of the game nor the Linux market.

      For the producer you're going to get a load of "They put out this half-assed product" from the customer base when they see the glossy Windows box. Not to mention the cries of not being able to buy it in the local box store. If the game fails to sell you're going to have the entire Linux community pointing fingers at the whomever made the game screaming that they didn't put enough effort into it, they didn't take the time to market it correctly and that they didn't give it a fair shake by poorly distributing it. The producers would have a tough time no matter what they did unless they had some kind of guarantee that they could sell a high number of units

      The Linux market, on the other hand, would also suffer if the game flopped due to the same reasons the producers would suffer. The difference is in the Linux market it would make other producers fearful of attempting a Linux release since Linux would have an established bad track record for a product that did very well under the Windows platform.

      One potential solution to providing better packaging is to do what game publishers did in the 80s; a single box for a game with stickers to show which platform it was for. This way they could produce 500,000 units and the only cost difference between putting it out for Windows/Apple/Atari/Commodore was a sticker that said "For the Commodore 64. Disk Drive Required."

      But as for distribution I don't see any clear solution to getting a product that might sell a thousand units. Amazon? Maybe. I don't even know if Amazon would carry only a thousand units of a product that isn't market proven. I buy from them but I don't know if the game would suffer from not having a store shelf presence. With rare exception my games are normally brick and mortar purchases.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    8. Re:1000 thats it? by Creepy · · Score: 1

      For the most part, if the code was written to work cross-platform to begin with, the work is trivial. Unfortunately, code usually isn't written that way - most game developers use DirectX (such as NWN2, unlike its predecessor), Physics APIs (e.g. Havok, though there is a mac version now), Tree APIs (speedtree), and others that are usually Windows only. Not only that, they usually charge premium licensing fees if they do offer a Windows alternative (ahem - Havok). Should they decide to port, they also need to beat cross-platform solutions like Cedega to market on Linux or they've pretty much lost that market.

    9. Re:1000 thats it? by ejtttje · · Score: 1
      50,000 will pay one low level programmer with no testers, no marketing, [...]
      It would pay a low-level programmer for a *year*.

      The key is you have to select your OS interfaces to be portable from the start. If you plan on being portable, i.e. using OpenGL and other standards instead of Microsoft lock-ins, it should only add a few days of your dev team to handle platform-specific issues as they crop up. You can easily turn a profit from that perspective, especially if you assume that only a subset of the dev team would actually be handling low-level issues, since most of them should be working on the custom game mechanics that don't rely on any particular OS interface.
    10. Re:1000 thats it? by Anonymous Coward · · Score: 0

      Please feel free to fix GTK+ on Windows any time now, since it's simple and all.

      Thanks in advance,

      Every Windows GTK+ user ever

  8. linux by minus_273 · · Score: 1, Flamebait

    wow! a whole 1000 copies at $50! that will really cover the cost of porting the game. It might make sense to port only if they raised the retail price. Esp when you consider most linux users will probably not buy the game and download it instead. There is a reason why there is a lot of commercial software for the mac and barely any for linux even though they both have around the same market share. It has to do with the culture of the users. Linux users are used to getting thing for free and most of the software is. Then there is the whole "I dont want non free on my system" crowd who will demand the source code of your game...

    --
    The war with islam is a war on the beast
    The war on terror is a war for peace
    1. Re:linux by Goaway · · Score: 1

      Actually, it probably has a lot more to do with how it is pretty much impossible to distribute binaries on Linux.

    2. Re:linux by arth1 · · Score: 1
      Actually, it probably has a lot more to do with how it is pretty much impossible to distribute binaries on Linux.

      Indeed. Where other operating systems have an ABI to ensure compatibility between multiple versions of the same operating system, Linux' ABI is only for interoperability with other operating systems. Linux could do with an internal ABI that ensured a standard set of libraries with immutable APIs for the lifetime of the ABI.

      Regards,
      --
      *Art
    3. Re:linux by ischorr · · Score: 1

      Amen.

    4. Re:linux by asuffield · · Score: 1
      Actually, it probably has a lot more to do with how it is pretty much impossible to distribute binaries on Linux.


      Common misconception, but badly wrong. Linux is probably the easiest platform of all to distribute binaries for, because the vendors pay particular attention to getting ABI compatibility right, and the system was designed to solve this problem. On Windows, distributing binaries gets you the affectionately named "DLL hell". People "solve" this by assuming that Windows will be used to run only one program at once so they can just take over the system in the installer and arrange it the way they want it, to be uninstalled before attempting to run any other programs - and if you do anything else, nobody will support it and it's down to you to play with it and try to get things working. In the Windows server world, you run one application per host because nobody will support anything else, due to these compatibility issues.

      This is irrelevant. The problem that you're trying to describe has got nothing to do with distributing binaries. If everybody shipped their software as source, on Windows and Linux, we'd still see the exact same behaviour.

      The real problem here is far more subtle: bug compatibility. Windows doesn't change, except for a handful of security patches. Every version of WinXP out there has exactly the same set of bugs in it, which will never be fixed. Linux platforms fix bugs in the libraries every day. Complicated proprietary applications with dubious QA practices, like most games, tend to break when library bugs get fixed - the application was broken from the start, but the buggy library just happened to do things in a way that didn't trigger the bug, or the application contained a workaround for the bug which assumed the bug was always present (because it was written by somebody with heavy time pressure and limited understanding).

      Essentially, the fact that Microsoft doesn't fix bugs in Windows allows vendors to get away with not fixing bugs in their code. Writing applications for Linux is "harder" because you can't get away with hidden bugs like these - your code has to be far more stable. This is good for users (and free software), but the Windows developers who produce code like this (which includes the majority of game studios) find it hard to adjust and are unwilling to admit that the problem lies with their development practices.

      Who's really to blame for all this? Personally, I'd say it's the publishing houses (EA) who drive the game developers to ship games early and as cheaply as possible, rather than taking a little more time and money to do a better job. A triumph of the bottom line over productivity - sales discarded to make more money faster.
    5. Re:linux by pembo13 · · Score: 2

      All Google tools that run on Linux come as binary. Skype comes as a binary. Flash comes as binary.

      --
      "Thanks for all the money you paid to us. We've used it to buy off ISO among other things" -Microsoft
    6. Re:linux by minus_273 · · Score: 1

      as does java and adobe pdf reader. You also see people damanding the source for all of the above. Do you see skype in debian? imagine being an average user and having to jump through hoops to install skype on your ubuntu box.

      --
      The war with islam is a war on the beast
      The war on terror is a war for peace
    7. Re:linux by Goaway · · Score: 1

      Oh man, that's impressive. I've never seen so much blind zealotry packed into a single post in a long time.

      Look, I'm a developer who's written and distributed software for Windows, Linux, OS X and even good old AmigaOS. I speak from some kind of experience here. Linux is utterly horrible for software distribution. Every single other platform I've used has been orders of magnitude easier.

      "DLL hell" is something people talked about back in the early nineties. Nobody who actually uses Windows has worried about this problem in nearly a decade. The only people who talk about "DLL hell" these days is Linux users who haven't used any other OS in years, and just hang on to their old prejudices. Out of all the OSes on the market now, Linux is the one with the absolute worst "DLL hell"-like problem, with its huge array of incompatible and constantly changing external dependencies.

      No other OS uses package management systems, because no other OS has the problem package management systems solve. The horrible kludge of using package management to handle the byzantine filesystem and external dependencies also very effectively locks out hobbyist programmers who do not have the time to convice every repository to include their software.

    8. Re:linux by Goaway · · Score: 1

      So, what, four programs? I tried running Google Earth on my Ubuntu machine, and it didn't even work because of some or other external dependency failing. Same with most every other binary-only Linux app I've tried to get running.

    9. Re:linux by Anonymous Coward · · Score: 0
      Look, I'm a developer who's written and distributed software for Windows, Linux, OS X and even good old AmigaOS. I speak from some kind of experience here.


      So does he. Andrew Suffield is a Debian developer.

      The rest of your post doesn't offer any hard data on the very real issue of DLL incompatibilities on Windows, so I'm going to go out on a limb and say: fellow readers, ignore the worthless parent post.
    10. Re:linux by Goaway · · Score: 1

      Being a Debian developer does not exactly give you a lot of experience with Windows or OS X, does it? And no, I don't "offer any hard data". I was unaware that anybody would even believe such data existed.

      I was speaking mainly from extended experience of using Windows for quite a number of years, and by extension the experience of the many people I know who run Windows. None of them has ever mentioned having a DLL incompatibility problem ever since 2000. Probably earlier than that.

      Since you're playing the "hard data" card, can you find some hard data to show me that this "very real issue" of DLL incompatibility actually exists on Windows?

    11. Re:linux by pembo13 · · Score: 1

      Worked without effort for me on FC5 and FC6. Four program off of my ignorant head - thus it is highly possible

      --
      "Thanks for all the money you paid to us. We've used it to buy off ISO among other things" -Microsoft
    12. Re:linux by Goaway · · Score: 1

      It's easy to make a binary that works on SOME system. The trick is to get it to work on MANY systems. Google Earth apparently doesn't.

      And still, four programs against tens of thousands on other systems is not very convincing.

  9. Putting my money where my mouth is by cnelzie · · Score: 1

    Personally, I would indeed purchase a LInux version of NWN2, if they release the game for Linux. I am already expecting the Windows version over the upcoming holiday season and would have no problem with shelling out extra cash for a Linux version.

        Lately, there has been very few games that have actually kept my interest as of late and NWN, the original, is one of the few that has kept my interest. The ability to craft modules, play modules crafted by others and see regular community based updates to the game provides so much staying power to the franchise that I could see myself dedicating my primary system to Linux.

        These days, for me, Linux is my server OS of choice and the OS I have secondary on my Laptop, specifically for network troubleshooting and dinking around in ways that I am unable to do in Windows. Beyond that, most of the software I run is available only for Windows and thus I run Windows for the majority of my computing time.

    --
    If you ignore the other uses of a tool, does that make the tool less useful, or you less useful?
    1. Re:Putting my money where my mouth is by arth1 · · Score: 1
      Personally, I would indeed purchase a LInux version of NWN2, if they release the game for Linux.

      But would you buy it at, say, $250, if that's what it would take to recover the costs?

      Regards,
      --
      *Art
    2. Re:Putting my money where my mouth is by cnelzie · · Score: 1

      It's highly unlikely that they would price it at anywhere near that price.

          The reason being that there hasn't been a single computer game produced and released in that price range, without a retinue of accompanying physical hardware items.

      --
      If you ignore the other uses of a tool, does that make the tool less useful, or you less useful?
  10. How many copies? by Rumagent · · Score: 1

    Not talking about Bioware in particular here. How many copies have to be sold before it is interesting to develop a port of a game? There are a lot of linux users around, but since Loki Games no decent titles has been ported. Did Loki games crash so bad, that even considering the linux market is seen as stupid?

    1. Re:How many copies? by jandrese · · Score: 1

      Loki had at least one major problem with their system that I think was largely responsible for crushing them in the end: Not only did they have to port the game the first time, but they had to go back and redo all of their testing (even though the porting framework was pretty generic) every time the publisher released a patch. Keeping stuff patched was an enormous task and I think it did them in eventually.

      I don't know about the other games, but I know Kohan had a reasonably active userbase. It's a shame it's hard to get any of those old Loki games working anymore (library version bumps on the base system killed them), I still liked firing Kohan up from time to time.

      --

      I read the internet for the articles.
  11. It would be nice by JanneM · · Score: 1

    It would be nice to get - I bought NWN and both add-on extensions, and had a blast with it for over two years.

    But reality today is that the battle lines is not Windows on one hand and Mac/Linux on the other, it's desktop computer versus console. And apart from a few niche genres, the consoles are winning big.

    If I want to do gaming today I would not consider dual-booting, I would just get a console (a Wii and/or DS2 is on the horizon for me; perhaps after the holidays).

    --
    Trust the Computer. The Computer is your friend.
    1. Re:It would be nice by Creepy+Crawler · · Score: 1

      If you liked NWN and SoU and HotU, go get the Prestige "Upgrade" at nwnprc.netgamers.co.uk

      Well, if you want 75+ classes, a real epic spell system, a bunch of new spells, psionics, and everything else, go get it ;-D

      Well, that and I like my human Wizard 7/Red Wizard 23/Lich 10. Casts necro spells with 65 or so DC.. Momento Mori = you die.

      --
  12. cost of porting by El_Muerte_TDS · · Score: 0

    The cost of porting the exact same game to simply an other OS is not a lot. You don't have to recreate the game content, you only need to port part of the whole engine. Often a large chunk of the engine is OS independed. And with the Intel based Apple systems and the Mac OSX there can be a thin line between a Linux and Mac OSX port. The most important technical obstacle is 3rd middleware support.
    So when is it profitable to port? That's a simple calculation (Cost to port) - (Estimated profit per SKU for the "normal" version) * (Number of people interested). And for popular games like NWN I'm sure it's profitable to create a port to other systems.

    1. Re:cost of porting by LocoMan · · Score: 2, Interesting

      That's the thing. NWN is a very popular game, and they've gotten up to 1000 requests (according to the summary).... so that means they would make up to $50,000, assuming everyone that expressed interest actually buys it when it comes out and doesn't wait until it goes down in price, torrents it, or just says "but I already have this in windows, I'll buy this other new game instead". If that covers the amount of work needed to make the port (even if it's just recompiling), testing, reproduction of a separate version, change in the packaging (to reflect that it's the linux version), sales and post-sale support (now every patch has to be tested twice, for example), I'd think it would just cover it barely.

      Even then, I'd bet companies that are interested in porting their games have their sights set on consoles that are a much bigger market than on alternate OSs, specially in a market as competitive as games where the window to make money off a product is so small, and even one big failure can be enough to doom an entire company. I guess the only big chance to really get gaming companies to notice alternate OSs regularly is to actually get more people using them... which leaves us in the perpetual catch 22, since gamers aren't really willing to use linux only unless there are more games for it.

    2. Re:cost of porting by LaughingCoder · · Score: 2, Insightful

      You completely ignore the biggest costs of adding platforms -- testing and support. That is, of course, assuming the code is already multi-platform capable (and others on this thread have talked at length about the issues involved in that non-trivial exercise). Remember that support includes both end-user support as well as maintenance. This means developing (or at least configuring) and managing a patch distribution infrastructure for each platform. Plus there are the difficulties of handling platform-specific bug fixes -- do you update the shared source code thereby incurring at least some regression testing on every platform, or do you branch for each platform? Neither is pleasant and both have associated costs that grow exponentially with the number of platforms supported. It simply makes no sense to port a product from a platform with >90% marketshare, to attempt to get the remaining 10%. Those costs can and should be applied to simply getting more of the 90% chunk.

      --
      The more you regulate a company, the worse its products become.
  13. It's called the "I'll take two" syndrome. by AltGrendel · · Score: 2, Interesting
    And that's exactly how it works. You survey the market, users say "Sure, in fact I'd buy two if it were available today", you sweat over hot electrons to develop this widget and when you get it to market and no one responds.

    At All.

    We've all seen this happen at least one time.

    --
    The simple truth is that interstellar distances will not fit into the human imagination

    - Douglas Adams

    1. Re:It's called the "I'll take two" syndrome. by Anonymous Coward · · Score: 0

      You should do a second survey when the product is finished. Then everytime someone says that they would buy it today if it was available you tell them "Great, cause here it is. You didn't lie when you said you would buy it now did you? Cause you know that god kills an angel everytime you lie."

      Either that or take their phonenumber when you do the first survey and pester them with phonecalls til they buy it.

    2. Re:It's called the "I'll take two" syndrome. by Fred_A · · Score: 1
      We've all seen this happen at least one time.
      Yes, remember Daikatana !
      --

      May contain traces of nut.
      Made from the freshest electrons.
    3. Re:It's called the "I'll take two" syndrome. by suso · · Score: 1

      Cause you know that god kills an angel everytime you lie

      Does that prove that god and angels don't exist?

    4. Re:It's called the "I'll take two" syndrome. by Anonymous Coward · · Score: 0

      Cause you know that god kills an angel everytime you lie
      and a week later there were no angels left to kill anymore

    5. Re:It's called the "I'll take two" syndrome. by arivanov · · Score: 1

      If you are referring to Loki - the market did respond. In fact, the market did respond reasonably well and the problem was that Loki was overly optimistic about the responce forcast.

      This is only a rumour, but from what I have heard they were supposed to be paying fixed royalties per year besides the per-game royalties and while their sales of Linux games were good, they were not anywhere as good as they had to be to pay for this model.

      This is not surprising - they went for old titles and simply rereleased them under linux. Most of the target audience already had these titles so the interest was bound to be insufficient.

      IMO they could have still been around if they released less games, but bought the rights to extend them instead (improved AI, extra character/equipment classes, add-on packs, etc). This way there would have been a value proposition to attract gamers which already have the old Windows version of the game to switch and buy the extended new linux version. With a good cross-licensing/back-porting-to-windows deal this could have succeeded.

      Unfortunately for the market and for them, they chose the other way - to port as much as possible. They failed and now everyone looking at the market remembers the curse of loki first.

      --
      Baker's Law: Misery no longer loves company. Nowadays it insists on it
      http://www.sigsegv.cx/
    6. Re:It's called the "I'll take two" syndrome. by bettlebrox · · Score: 1

      Considering that many of the games ported to Linux are released a year or two after their release on Windows it's not surprising. And usually by that point the Windows version of the game is selling at $20 or less and the new Linux port is usually $40+ it's not surprising sales would be low. Plus, $40+ for a "older" game? On the other hand, companies like Id, work on and release their ports at around the same time as the Windows release.

      --

      I have a very small mind and must live with it.
      -- E. Dijkstra

    7. Re:It's called the "I'll take two" syndrome. by bettlebrox · · Score: 2, Informative

      There are some claims that Loki were doing well selling Linux games, but went out of business because of poor management decision: Google search

      --

      I have a very small mind and must live with it.
      -- E. Dijkstra

  14. Only 1000 copies !? by Salsaman · · Score: 1

    Where do they get figures like that from ?

    I'm pretty sure a decent game for Linux could sell several tens or even hundreds of thousands of copies.

    I bought the Linux version of Q3 when it was available. I was planning on buying a few more games from Loki, until they shut down.

    With Linux desktop market share constantly increasing, it makes more and more economic sense to start creating cross-platform games.

    1. Re:Only 1000 copies !? by Ritchie70 · · Score: 2, Insightful

      And on what are you basing your 10,000 - 100,000 figure? The fact that you bought a game?

      The "Linux Game Market" for any given game is the set of people who are all of the following:

      1. Run Linux as a desktop
      2. Are interested in games
      3. Are willing to put non-free software on their free Linux system
      4. Have some $ to spend on a game
      5. Think pirating software is wrong.
      6. Think YOUR game is worth spending $ on.

      How many people is that really?

      The Linux market may be the same size as the Mac market, but the vast majority of Macs are desktop machines owned by individuals. I would bet that the vast majority of Linux systems are not - many of them probably don't even have a GUI running or a monitor or mouse attached.

      --
      The preferred solution is to not have a problem.
    2. Re:Only 1000 copies !? by ZachPruckowski · · Score: 1

      The "Linux Game Market" for any given game is the set of people who are all of the following:

      Run Linux as a desktop
      Are interested in games
      Are willing to put non-free software on their free Linux system
      Have some $ to spend on a game
      Think pirating software is wrong.
      Think YOUR game is worth spending $ on.


      You missed one. Namely - "Don't already have the game under Windows and can't get it to work under WINE". That's the big one, because people won't spend another $50 if they already have a solution. As WINE improves, and as virtualization adds hardware graphics support (which could be coming to some extent in a year's time), there's going to be less incentive for a native version.

    3. Re:Only 1000 copies !? by AlXtreme · · Score: 1

      If we take the upper-limit of 5% Linux-marketshare usage, a hundred thousand copies would mean at least 2M sold. That's $100M revenue what we're talking about. These types of PC games aren't just decent, they're the top (Quake, UT, WoW, NWN). Some of those have cross-platform engines, others don't.

      The question then arises what is more costly: Supporting multiple platforms directly, or supporting Transgaming occasionally to do all the hard work. Perhaps the executives think that even if a reduced number of Linux gamers buy and play their game via Cedega, then it's not cost-effective to support Linux directly.

      Transgaming is a major problem with current Linux porting. If you have a popular game, you can let Transgaming do all the work to get your game running under Linux. Those Linux gamers still buy your game, and you don't have to put in the effort directly. Transgaming wins, developer wins, Linux gamer pays twice for a poor substitute.

      --
      This sig is intentionally left blank
    4. Re:Only 1000 copies !? by arth1 · · Score: 1
      I'm pretty sure a decent game for Linux could sell several tens or even hundreds of thousands of copies.

      Quake III and Railroad Tycoon II were decent games that were released also for Linux, but had abysmal sales. Honestly, how many of you bought them?

      --
      *Art
    5. Re:Only 1000 copies !? by arth1 · · Score: 1
      As WINE improves, and as virtualization adds hardware graphics support (which could be coming to some extent in a year's time), there's going to be less incentive for a native version.

      The software that is released changes quicker than WINE improves. It's a catch-up game, and unfortunately, WINE is getting farther and farther behind.

      Out of the last few games I bought, how many can you get to run under WINE?

      Neverwinter Nights 2
      Microsoft Flight Simulator X
      Gothic 3
      Fable: The lost chapters
      Oblivion
      GT Legends
      X3 - Reunion
      Age of Empires III
      Need for Speed: Underground

      Two of them sort of runs, if you can dispense with text or don't mind cut-scenes missing, and you avoid doing certain things that makes the app crash. The rest is a no go.

      A few years ago, the situation was actually better, and you could count on WINE to at least have a fair chance to run at least half of your games. These days, that's not the case. Yes, WINE improves, but not as fast as new games evolve.
    6. Re:Only 1000 copies !? by 99BottlesOfBeerInMyF · · Score: 1

      The software that is released changes quicker than WINE improves. It's a catch-up game, and unfortunately, WINE is getting farther and farther behind... A few years ago, the situation was actually better, and you could count on WINE to at least have a fair chance to run at least half of your games. These days, that's not the case. Yes, WINE improves, but not as fast as new games evolve.

      I'm not necessarily saying you're incorrect about your predictions, but there are a few points worth considering. A few years ago, OS X took off on the desktop and a whole slew of developers and geeks moved over. A lot of those people could run a significant number of games natively. Thus the demand for WINE decreased. Apple is still moving its user base to Intel and with it, WINE becomes useful to those people again and to a whole set of users that have never had a use for WINE. In addition to hobbyists, WINE has real commercial applications on OS X's greater desktop market. Already one company has written a toolset for quick ports of applications via WINE technologies and two more are selling WINE based virtualization environments. A lot of that work gets fed back into the WINE code base.

      Also, Sony and some other big players are stepping up to the plate with regard to OpenGL. It is no secret that Microsoft plans to fight the console wars partly by using DirectX to Windows and Xbox as a one stop development model for targeting the PC and console. Sony has already started to respond, moving to open source, OpenGL based models for the PS3 and stepping up their involvement in the development. If Nintendo and Apple see the threat as well and step in, we could see OpenGL based development suites targeting Windows, OS X, PS3, Wii, and possibly Linux as an alternative one-stop that will clobber DirectX. That's not to say it will happen, but the potential for a real alliance is there and I believe they are all members of the Kronos Group now in charge of OpenGL.

      When you combine those two factors, there is more than a little doubt as to the fate of WINE and whether it will decline and keep losing ground or take off with new life. I've never before had a lot of interest in WINE, but my company has a few hundred bucks ready for Crossover if they get certain apps running properly, and at a net savings to us. How many other companies are in the same boat. Anything cheaper than the cost of a Windows license and emulator is savings for us. That's a lot of cash for the commercial entity that puts it together. Cash = incentive = code = better WINE.

  15. Why Port by 99BottlesOfBeerInMyF · · Score: 4, Insightful

    I think the unfortunante reality is that in today's gaming market, you find that fewer people are willing to take a chance on the sales for these smaller markets -- too hard to predict revenue, and too hard to (some would say) to do the porting.

    The really smart gaming houses that know their titles will be successful (look at Id and Blizzard) also know that coding their titles to be portable is the way to go, even if they don't want to target other platforms. It encourages good coding practices and makes a better program. Most of them rely heavily on OpenGL and do plan to port their games at least to the mac as part of their original strategy. If your game is almost finished and you're just now considering portability and other platforms, you screwed up. You might as well wait till it is out and see how popular it is before going after other platforms.

    Some might say the Mac or Linux markets are insignificant, but the truth is a lot of companies make good money from the Mac market. Lets not forget to include consoles as well when considering portability. I've seen some companies cite the practices of MS owned gaming houses as reason not to make games portable, but that is pretty laughable when you consider it. Also, I've seen some people point to horribly botched porting projects as reason to avoid it. Instances where a Linux port came out a year and a half after the Windows version, was buggy, was a game that required a community, and where the port was more expensive than the Windows version and was more buggy than using the Windows version in WINE. That too is pretty sad.

    Coding for portability and aiming at Windows, the mac, and one or more consoles can seriously increase the revenue from a game, but it has to be part of the original game plan and you have to code with that in mind. Porting after the fact can make money, and if you have a very successful title outsourcing the port can make some pretty safe money, but not nearly as much of it. I don't see a reason for any big publisher (not owned by MS) to not target multiple platforms from the outset. Anyone want to bet the MMORPG that topples WoW's supremacy is another simultaneous cross-platfomr release?

  16. For the last time, YES. by Anonymous Coward · · Score: 2, Insightful

    A game cannot be 'ported' to Linux; it has to have native support from teh beginning. Otherwise, you know what happens?

    Loki happens.

    "Hi, I'm looking for ShinyGame."

    "Oh, here you are. That'll be $9.99."

    "No, wait, I want the Linux version."

    "Oh, I'm sorry. There you go. That'll be $49.95."

    Any serious gamer already has a Windows partition/second drive/second box for gaming. Thus, the Loki concept is bitchslapped by logic: $49.95, for a possibly mediocre port, with untold problems*? Or $9.95, for the same version everyone else is using - with no weird problems?

    (* Google. Loki's ports weren't always all they were cracked up to be.)

    The choice is obvious for all but the foam-spewing zealot. Despite the best efforts of zealot OS loonies to tell us otherwise, the majority of Linux users aren't zealots, and are thus going to save themselves $40.

    So, now we have a weird situation. Games like Quake 3 sold like mad. Hard to tell what OS they're being run on though, eh? Meanwhile, the idea of porting games.. "Hey, remember that one company? They did that, didn't they? Went bankrupt, didn't they?"

    The fact of the matter is, yes, it is stupid to consider the Linux market. There is no Linux market - 1000 signatures on a petition isn't a market, it's a bunch of nuts who don't know the cost of developing software for multiple platforms. Unfortunately, that won't change anytime soon. When a game is released for both Linux and Windows, companies don't know what percentage is actually being run on Linux. And the porting idea has been dead for years, thanks in part to Loki. (Naturally, they aren't entirely at fault; after all, they were only porting the games of other companies - I'm sure their hands were tied in pricing.)

  17. Get a grip folks ... by Laser+Lou · · Score: 1

    play Minions of Mirth while you wait for Bioware to get their Mac and Linux act together.

    --
    No data, no cry
    1. Re:Get a grip folks ... by Anonymous Coward · · Score: 0

      and where, pray tell, are the Linux binaries for that game?

      all i see are Windows and OS X

  18. Only 1000 copies? by Anonymous Coward · · Score: 0

    Assuming $15 per sale makes it back to the studio and $5 goes direct to the programmer, $5000 is a decent chunk of cash in some parts of the world. The only game I bought for linux was D3, just to check out the state of the art at great expense in hardware. There's gotta be a huge gaming market out there given that linux and Mac users are geeks, it's just a market that may take a little more effort. Face it, Linux and Mac users are discerning whereas Windows users have already shown willingness to purchase any old shit.

  19. I dont understand by T-Ranger · · Score: 2, Insightful

    What the now so-hard-we-wont-even-try technical stumbling block is these days. You have Wine - I'm sure if you throw money at Transgaming you can get a more friendly (well, for them) license. And you have Mono. Ditto for Novell.

    So, what is the major technology that you can't fairly easily replace with some pseudo-OSS libraries?

    And: hahaha. NWN2 banner add while posting this.

  20. The main problem are graphics drivers by Anonymous Coward · · Score: 0

    Even if there are enough NWN2 buyers to make a port feasible, I don't think any of the graphics drivers available for Linux could handle it properly.

    1. Re:The main problem are graphics drivers by the_greywolf · · Score: 2, Informative

      Not true. NVIDIA's driver supports OpenGL 2.1 with full support for every feature of the GLSL - provided you've got the hardware for it. The latest version even adds a new GLX extension that the X server can use for hardware-accelerated compositing. ATi's driver, while it still mostly sucks, is at a similar level of advancement. OpenGL 2.0 support (last I heard) with GLSL support matching the Windows driver.

      The only drivers that would have problems running games like NWN2 (should it ever be ported) are things like Intel's GMA and crappy hardware like SiS chipsets and so forth.

      Then again, if that's all you've got, I've got to wonder why you're trying to make a fancy 2D graphics chip do 3D. Then again, you'd have an ATi or NVIDIA card anyway... Right?

      --
      grey wolf
      LET FORTRAN DIE!
  21. I'd certainly almost sorta think about it. by Asrynachs · · Score: 0

    It's interesting that a company might even sorta consider porting their games over to Linux. It seems to me like it's more out of the goodness or thier hearts than generating any actual revenue. It almost sort of warms my heart.

    -How do you get DosBox to work on OSX?

  22. Small market or too big productions? by Anonymous Coward · · Score: 0

    Back in 1987, here in Spain, and specially in UK, there was a little machine called Sinclair ZX Spectrum. The developmen of games was painstaking (all written in assembler), each game barely lasted a couple of months, the distribution was expensive (audio tapes!) and the marked was smaller than that of Linux today. Yet each year there were dozens of games released.

    Where are those people now? Doing tetris clones for mobile phones?

  23. It's not just a one-time cost... by Zondar · · Score: 3, Interesting

    Most games these days have patches on a somewhat regular basis. Each additional platform you launch the game on requires that you include that platform in your ongoing development costs.

    It's not as simple as "just recompile it for Linux, duh". Every time I see someone scream for some MMORPG to release 'the Linux client we know you have', they always forget to include the recurring dev cycle costs.

    If the cost to make it + the cost to maintain it > the additional revenue it brings in... then it doesn't get made.

    1. Re:It's not just a one-time cost... by SanityInAnarchy · · Score: 1
      It's not as simple as "just recompile it for Linux, duh".

      If it's not, then you have bigger issues. If your design is modular enough to start with, recompiling for Linux shouldn't be a big deal at all.

      Every time I see someone scream for some MMORPG to release 'the Linux client we know you have', they always forget to include the recurring dev cycle costs.

      If recompilinig for Linux once is enough, then how much does it really cost to recompile for Linux a second time? You can automate that process.

      And especially if your code is modular, the kind of updates MMORPGs do shouldn't be changing anything platform-dependent.

      --
      Don't thank God, thank a doctor!
  24. Don't waste your time to collect bullshit reward by Anonymous Coward · · Score: 0

    Only one reaction of this decision is
    1) "they are so stupid!" fom business
    2) "they are want money!" from OSy idiots

    and of couse, Richard Stallman will say "They have to share source code for free"

  25. Compare and contrast by motorsabbath · · Score: 1

    Compare and contrast the number of NWN games sold to the number of NWN2 games sold, in the future. Should be a great way to see if cross-porting "pays off".

    --
    The heat from below can burn your eyes out
  26. Porting- Console to PC by FreyarHunter · · Score: 1

    There's been ports for various games from consoles to PC and PC to consoles. Yes it's different because of the different hardware instead of a different OS, however most ports these days that I have been playing (Splinter Cell: Double Agent) havn't been doing well at all.

    --
    Empathetic-- 94% You tend to walk in someone else's shoes a hundred miles before pointing a finger.
    1. Re:Porting- Console to PC by Zondar · · Score: 1

      Console to PC is easy when the gaming engine you develop your game 'inside' is already available on both (many) platforms. Most console games are developed inside another environment, not as a standalone app (from what I understand).

  27. Learn from Google? by silverbyte · · Score: 1

    What I think would be best is to have a wine-linked release of the Game built on the same Win32 codebase. It would be even better if they could release the patches back into the Wine source tree so as to benefit all future development.

    World of Warcraft runs beautifully on Cedega - I wonder how much effort is it really to release a Wine-linked app.

  28. I'm cheap and love GPL by tuppe666 · · Score: 1, Interesting
    I'm actually quite shocked at the comments here as I fit under what is I'm not sure is insulting.

    Gaming on Linux is crossing a line, but nobody is noticing it. Its not cutting edge gaming, but it falls under *good enough*. Projects like ioquake3 are moving the better quake3 mods to linux like "World of Padman";"Western Quake 3"; and the fantastic "Tremulous". Open source projects like "Cube 2"; "Battle of Wesnoth"; "Glest" get better every day. As well as Linux franchises really hitting there stride with "Frozen Bubble 2"; "Planet Penguin Racer"; "Eternal Lands" All this for Completely Free and good enough for the occasional game.

    For commercial gaming *in my stocking this year" and at bargain prices...I know because I bought just them. Quake 3 Gold - £9.99 Doom 3 - £9.99 Quake 4 Special Edition - £9.99 Doom 3: Resurrection of Evil Expansion - £2.99 Return to Castle Wolfenstein - £8.45 Unreal Anthology £12.99 ...and I know that these have enough MODS and other Addons to keep me busy for years literally. I will not appear any statistic because I bought the windows version.

    What is clear is that the Linux gaming for a part time gamer is very healthy, and Linux gaming is cheap.

    My belief is that Linux gamers will not buy cutting edge games at premium prices, and definitely not buy last years games at them...but we will buy *good* games regardless of release date for a *good* price.

    1. Re:I'm cheap and love GPL by Anonymous Coward · · Score: 0

      'Frozen Bubble 2'
      oh yeah that CLONE of puzzle bobble....
      unlike a fps , or a race game, this one is a total ripoff....shame on os zealots for never mentionning where it actually comes from...

    2. Re:I'm cheap and love GPL by Anonymous Coward · · Score: 0

      Notice that the games you cite are pretty much all FPS'es...

      Not that I don't like em, but there's a whole lot more than that. I want to see RTS'es and adventures, games like the Sims will boost Linux use.

    3. Re:I'm cheap and love GPL by SevenHands · · Score: 1

      I seem to recall a version of Mandriva (or maybe Mandrake at the time) actually came packaged with a version of The Sims. This was a few years ago though.

    4. Re:I'm cheap and love GPL by Anonymous Coward · · Score: 0

      "My belief is that Linux gamers will not buy cutting edge games at premium prices, and definitely not buy last years games at them...but we will buy *good* games regardless of release date for a *good* price."

      That is an excellent argument as to why companies shouldn't bother porting games to Linux. If they're not going to make money on it, why do it?

    5. Re:I'm cheap and love GPL by tuppe666 · · Score: 1

      This is my review of frozen bubble on the linux game tome its of 2.0 but 2.1 has come out since with some improvements. " Big Big improvement. posted by tuppe666 @ 81.178.236.207 on Oct 29 2006 3:22 PM This is definitely worthy of the 2 in the release game its now a lot better in every way. Bust-a-Move clones have always been a disappointment and I include the sequels to the original game. I never understood why anyone thought frozen-bubble was any good, and I like Ayo's styling I have had several Ayo wallpapers and even a splash screen. But frozen-bubble never cut the mustard with me. It is not perfect....but it is close I suspect if they was a 2.1 release I could never go back to bub and bob. There are things missing:- No timer for levels/Best Level time No clear indication of ball drop 3D Tux seems to be interlaced No clear indication that tux is working "shooter" No save/resume game 2D balls/Igloo look poor compared to the rest of the updated graphics Some poor level transitions have been included Oh, multiplayer is nice even though it was a disappointment to discover I'm not the best bust-a-move player, but I'm starting to believe that all multilayer games, and especially those that stopping at chatting is just not an option should include some kind of voice chat." To call anyone an os zealot for what I think of frozen bubble you must have been bitten by a penguin. The point I was trying to make was games that have been on Linux forever are getting better, now if I said why then you can probably call me a zealot ;)

    6. Re:I'm cheap and love GPL by tuppe666 · · Score: 1
      I do mention FPS's a lot and to be fair there is a number of reasons why.

      1) id's/3D Realms love affair with open source.
      2) The Mod community and FPS's seriously regardless of platform...check out tremulous(an it has RTS settings), and then look for more gems.
      3) I love them.

      Adventures are suffering on every platform. I don't know why they have gone out of fashion, but for RTS check out Warzone 2100 its ex-PS1 its getting better.

      To be fair on your comment. I do think that Linux could benefit from a killer soccer game, or and other *major* sporting game.

    7. Re:I'm cheap and love GPL by tuppe666 · · Score: 1
      LOL I'm not arguing about the not making money.

      I'm saying parting with $50 for *any* game is not going to happen.

      Although I'm happy to pay $10 for an old good one. ie more people will buy the game if its cheaper so they make more money.

      There are gamers willing to spend serious money on a the latest dual graphics cards, water cooling, and other such noncence. I'm sure those people are prepared to pay the big bucks, but I would argue they are in the minority on any platform...and even more so on linux. My biggest gaming choice was whats the best cards with open source drivers on linux its ati r200 for stable drivers or a r3**-r4** for experimental drivers. Thats only a Low-Mid range graphics card.

      As simply put any company can make money for a loooong time on the linux platform, but it needs to be the right price. The shelf life of a windows/console game is really short.

  29. Why not pre-order or reserve? by The-Bus · · Score: 1

    Why not ask for a minimal, say $10-$20 deposit? If the game is released, the deposit is counted towards the purchase. If the game is not released, the money is returned. That's how you separate someone with intent to buy/play from someone filling out a form online.

    --

    Small potatoes make the steak look bigger.

  30. Easy Solution..... by Chineseyes · · Score: 1

    I always believed there was an easy solution to this problem make linux users put their money where their mouth is and anyone who REALLY wants a particular game should make a down payment 2/3 the cost fo the game that would be put in escrow and upon the completion of the port of game, abc gaming company would have access to the funds, if they do not complete the port they do not earn the money. I always read comments on slashdot saying I will purchase certain games if they are ported to linux but spectacular failures such as Loki have proven otherwise (yes I know I am simplifying their demise) I believe such a setup would prove beneficial to all party's involved while mitigating the risk for gaming companies.

    --
    I think the invisible hand of the market has its middle finger extended

    --A wise old fart named SC0RN
  31. upwards of 1000 copies? by Dodger73 · · Score: 1

    Sorry, but the $50k in revenue you'd make from those 1000 copies don't even pay for the salary of the people porting the game. That being said, I'd think there's more than 1000 copies in it for any game company releasing a good AAA title for Linux, and that it might be worth it, if ports are something your company is willing to do. For it to be profitable, I'd say 5000 to 10000 units sell through would have to be the minimum - of course you've got to consider the value of the PR as well, considering that games for Linux is a market just at its beginning...

    1. Re:upwards of 1000 copies? by GooberToo · · Score: 1

      Actually, it does. People don't realize that game programmers are the low-rung of programmers, pay wise. A programmer might might $50k in a year. That $50k will pay for one coder for a year. Since it won't take a year, we can say, let's put four guys on it for three months. That 50k paid for the port.

      Now then, having said that, realistically, it's very doubtful that ONLY 1000 copies would be sold on the basis of a Linux port. It's much more likely to be at least 10,000+. Yes, that's a guessimate on my part...but easily supported as that makes for a tiny percent of the overall Linux desktops these days. As with most polls, the number of people participating in the poll represent a fraction of the over all market. Chances are, because the Linux crowd tends to be more vocal, that 1000 represents a larger precent of the over all market than most polls. Nonetheless, 10,000 games is hardly an unreasonable number for a game which is likely to sale millions in other markets. Especially for a proven franchise. Now, add in the fact that *most* of the development which gives you Linux also gives you Mac. Suddenly, that 10,000 is likely to become something much larger...say something like 50,000 - 100,000 units? Can I prove that? No....but these are hardly far fetched numbers either.

      For a title like NWN2, supporting platforms like Mac and Linux, the biggest show stopper is their own stupidity....which is great in this particular case. After all, they already had a very successful title with is built in fan base...which is multiplatform. In fact, the fact that it's multiplatform is one of the reasons it's so popular....and one of the reasons it's still played today. Their own stupidiy already reduced what was to be a gimme audience.

    2. Re:upwards of 1000 copies? by Dodger73 · · Score: 1

      An experienced engineer that would be able do serious work on a port of a AAA title to a different OS wouldn't take a job at Bioware for $50k ;) I'm an engineer in the industry, and I know I wouldn't. Aside from that, you'll have to add insurance and other costs that employers pay beyond salary... and then there probably wouldn't just a single engineer working on porting the entire game. Three months? I'm doubtful of that as well. I'd set aside six months for a port to a different OS, including halfways fruitful alpha and beta phases.
      5000 units at $50 each would make $250k in revenue - that's not much, and, all inclusive, about what I'd estimate in costs for a finished, quality port.

      The question is now, how many units could you sell of a commercial linux port of, say, NWN2, setting at $50 a piece. Is 5000 an outworldly number? No... but if sales just creep around that number somewhere, the developer and publisher are likely to think twice about doing a port again, and tie up people that could be used elsewhere to greater efficiency, for a product that yields a marginal profit at best.
      In other words, for developers and publishers to take notice and say 'yeah, let's do that again next time', my guess would be that they'd have to sell upwards of 10k units of the port.
      That's just my $0.02 (and of course I have no idea of what's going through the heads of the people at Bioware, so I may be completely off), but it's a halfways educated guess ;)

      Most publishers won't even start looking at a game project unless they project sales upward of 100k units. Being a port makes things easier, but doesn't pave the way entirely.

      Disclaimer: I use Linux and play games on Linux, and wish big titles were not so few and far between.

    3. Re:upwards of 1000 copies? by GooberToo · · Score: 1

      I am a software engineer. It's part to believe, but game programmers make absolute crap. You've also confused things here. It's one thing to "port" it's another to make portable. Learn the difference and then you'll understand my position.

  32. Neverwinter by digitalhermit · · Score: 1

    Over the Thanksgiving weekend I logged in close to 30 hours playing NWN on Linux. I think I paid around $50 for the game some months ago, downloaded the Linux client, then got everything updated. Easily the best $50 I've spent. If there's a pre-order list I'll put my money in.

  33. Don't PORT - go NATIVE by Anonymous Coward · · Score: 0

    Natively cross platform - write your game cross platform from the get go and there ARE no additional costs of porting - heck some of the better frameworks you write once and you're good for Windows, Linux, OS/X AND console targets!

    Why is it so difficult these days for developers to wrap their brains around "Write once, compile for target" development?!

  34. It isn't just the port -- it's the *support* by hardgeus · · Score: 1

    If game companies could just do a Linux build of their program and forget about it, they'd probably be willing to invest the money. But it isn't that simple. People aren't going to buy a $50 game and accept that it doesn't run properly on their variant of Linux. And SOMEONE is going to have to pay support staff to make sure that the game continues to run on people's machines.

    This is a MUCH more expensive proposition in Linux than in Windows. The binaries that I built for my Windows 95 games almost 10 years ago still run unaltered on Windows XP. Linux? Hell, some of my projects from 2 years ago won't even **build** due to library changes, and you can simply forget about binary compatibility -- it doesn't exist.

    There is a reason almost no game shop supports Linux, and the small market share of Linux isn't the whole story. Commercial games by their very nature are proprietary and closed source, which is antithetical to the entire structure of Linux. Linux is built from top to bottom with the tacit assumption that the source is available for everything. The system is put together by completely independent teams, and there is no governing body ensuring that everything is backwards compatible. If you are a heavy Linux user, then you know full well that the guys running different projects change things because they think it's the right thing to do, and do not care how much software out there they break when they change things. How many times has Apache's vhosts configuration changed in the past 5 years?

    If you release a Linux game, think about all of the crap you have to support for this tiny marketshare. Your programmers have to understand the different Linux distributions. The differences between Gentoo, Ubuntu, Red Hat, or whatever other variant they're using. Are you going to leave it up to the user to make sure that their OpenGL is accelerated? If a user installs your game "out of the box", and the GL is running in software, do you just tell them too bad?

    Most Windows games are written using DirectX. Migrating your application from a fully-functioning game programming suite over to the SDL, Allegro, or whatever in Linux is no small task. And if you hand this over to a third party developer, what then? Do you have a forked code base? Do you actually change the *Windows* version of your game to use SDL as well? Is the entire interface going to change? (I can tell you from experience in moving between APIs, things change. The different APIs have different quirks, and it affects everything from interface design to the file formats of your graphics).

    The point I'm trying to make here is that while doing a quick-and-dirty port of a PC game to Linux may not be that incredibly difficult, doing it in a maintainable fashion, without forking your codebase, and without opening yourself up to an immense support headache, is a very difficult thing indeed.

    1. Re:It isn't just the port -- it's the *support* by Anonymous Coward · · Score: 0

      so how is that games like quake2, quake3, and America's Army seem to run across different distros with no problem? how is it that quake2 and quake3(older games as you put it) seem to still have binary compatibility on modern distros?

      quake3 and AA use statically built binaries(ie, the libs are compiled in) and i've not had any issues with moving the static libs and linking aginst newer versions of the libs.

      thusly your "no binary compatibility" argument doesn't hold water. i'm sorry.

    2. Re:It isn't just the port -- it's the *support* by hardgeus · · Score: 1

      I actually own the Linux Quake3, and I am aware that they statically compiled against everything and the kitchen sink. I haven't tested it on my current Linux Desktop (I packed the CD away when I moved), so I don't know if it still works out of the box.

      Even if you completely dismiss the binary compatibility argument, the rest of what I'm saying is still valid. There is a lot more to maintaining a codebase for Linux than a one-shot porting effort. You either have to fork your codebase, or backport the SDL/Whatever changes back into your Windows version, and over time this is no small task. Bear in mind that iD planned from the ground up for their game to be portable to Linux. Most game shops don't do this and have DirectX dependencies bleeding throughout their code.

      Also still valid is my support argument. Providing support for people running a Linux game would be much more difficult than for a Windows game. I use Linux on every Desktop machine I own and I *still* have Alsa problems :P

  35. They shouldn't because it is EVIL by LWATCDR · · Score: 1

    Hey Linux users don't want them to port their stinking closed source games to Linux.
    If they want people to play their games on Linux then they should Open Source them.

    Isn't that how RMS feels?

    I for one would pay for a good game that runs under Linux but then I don't think that closed source is always evil.

    --
    See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
  36. Forget NWN2 by crossmr · · Score: 1

    Bioware has nothing to do with NWN2 other than hosting the forums. They don't control a linux port and since it was decided to use DirectX this time around, its not coming anytime soon.
    As far as games in general being on Linux, well that depends on the game. If the developer can be sweet talked into openGL you have a much higher chance of seeing it. Perhaps the community should start wooing developers.

  37. Multi-Platform? Ha! by Shuhadaku · · Score: 1

    I, for one, welcome our new OpenGL-hating overlords.

    DirectX and .NET for the win!

    OSX and Linux users get the shaft on games, developers have to be restrained and put in padded rooms (for thier own safety), and the publisher has to add several hundred megabytes of DirectX 9.2B and .NET 2.18979837499 to the install CD's. How does this NOT help everybody?

  38. Don't count your gamers... by Duggeek · · Score: 1

    ...based on the most-vocal.

    Consider; for each "vocal" gamer in the Linux-PC camp, there are at least three "silent" gamers that just toe the line with Win32 compatibility, or actually straddle the fence with dual-boot Win/Lin systems. (myself included in the latter)

    The marketeers would do well to acknowledge this potential, and it would only take one major title to unleash the phenomenon.

    Hey VaLVe! This is your chance! Port Steam® over and show us that any online-delivery paradigm can be cross-platform! Go! Go! Go!

    --
    This post © Copyrite Duggeek, all rights reversed.
  39. Excuse me... by Svartalf · · Score: 4, Informative

    Given that I know QUITE a bit on the subject (Heh... I port games over to Linux and right now I'm off that for a little bit doing driver development consulting for one of the two aforementioned players in 3D...), I think I should comment.

    Most of the extensions aren't ATI or NVidia specific that are usable. To be sure, they offer those, but most of the
    extensions are ARB or EXT extensions- they're intended to be used by either player and are typically provided by
    the same. The reality is that OpenGL 2.1 and DX9/10 are intrinsically identical except for programming style.

    Besides, you should abstract out your engine components if you've any aspirations to target the next gen consoles-
    DX10's NOT on PS3 or Wii, but OpenGL ES 2.0 IS and it's a clean, easy to use subset that ports back to MacOS and Linux.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  40. "Porting" is not an issue... by FellowConspirator · · Score: 1

    The fact of the matter is that many of these games run atop a more generalized engine. The game itself is pretty much platform independent at this point. The traditional notion of "porting" a game doesn't apply. Rather, its whether or not one ought to port the underlying engine.

    It depends on the engine, of course, but it's much more straight-forward than one would think in many cases (unless it's hopelessly wedded to DirectX without any abstraction at all). Thankfully, that's not too often the case any more. It's frequent that the same engine has been ported to multiple platforms and has all sorts of abstraction. Were this not the case, you wouldn't see the same game coming out for the Wii, PS3, and Windows at the same time, for example.

    The economics here are much different. Porting the engine means that all games built atop that engine will be available for the target platform.

    So, what they are basically saying here isn't really the issue of porting the game, it's getting retailers to take orders for it in boxed form. Porting would have a one-time cost that wouldn't be so much, but why bother if EB isn't going to stock it because they'll sell 1-2 copies per store? The boxes don't print themselves, and you don't want to stick every platform on the same CD or DVD...

  41. Tell that to LGP... by Svartalf · · Score: 1

    They do it on a daily basis. They've got a good solid handle on it right now and it's
    about to be improved even further in a couple of months as I finish the touches on a
    possible new build environment for them.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    1. Re:Tell that to LGP... by Goaway · · Score: 1

      You know, for any other major OS, you don't need to get a "good solid handle on it", nor do you need any special build environment. You can just build a binary with any available tool and distribute it.

      That was kind of the point.

    2. Re:Tell that to LGP... by Svartalf · · Score: 2

      Actually, you do. There's a reason WHY they call it DLL Hell- which still exists on Windows. The only
      OS I know of that doesn't have issues of this nature is MacOS X and above because of the rigid rules they
      apply to everything including their runtimes they ship.

      The only real reason why you have any problems with Linux deliverables has little to do with the base ABI-
      which anyone with the right resources can target properly (All it takes is linkage against libraries of the
      version you want to base off of or use something like apbuild from the Autopackage project for that.). It's
      the C++ ABI that keeps shifting- and you CAN statically link against it if you don't wish to have issues
      with it. It's actually smaller than the main one and it's tolerable to statically link it and nothing else.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    3. Re:Tell that to LGP... by Goaway · · Score: 1

      There's a reason WHY they call it DLL Hell- which still exists on Windows.

      It hasn't existed in any significant form for the better part of a decade now.

      The only real reason why you have any problems with Linux deliverables has little to do with the base ABI- which anyone with the right resources can target properly (All it takes is linkage against libraries of the version you want to base off of or use something like apbuild from the Autopackage project for that.).

      No, the problem is not the ABI. The problem is the dynamic libraries. Trying to get any kind of non-trivial app working as a binary across multiple systems with differing installations of GTK or Qt is what is nearly impossible.

  42. id by chill · · Score: 1

    Bioware's NWN was excellent, but I'm not holding out much hope for Atari's NWN2.

    I *am* holding out hope for id's Enemy Territory: Quake Wars. id has a history or providing downloadable Linux versions once the retail PC version is out. Buy the box, download the Linux binaries and you're good to go.

    Of course, I'll have to shell out another $400 or so to upgrade my system the play it right... Oh the sacrifices I'll make in the name of fragging alien scum. :-)

    Thanks id!

    --
    Learning HOW to think is more important than learning WHAT to think.
  43. World of...something by GarfBond · · Score: 1

    Someone should ask Blizzard how that cross-platform experiment with World of Warcraft is working for them.

    1. Re:World of...something by oc255 · · Score: 2, Informative

      imho ... Blizzard is the massive exception to the rule. They write amazing code, they run an amazing operation. Of course, they also stay behind the tech curve (smart). Blizzard, Google (for how long I wonder), Apple (much lesser extent), ID did well with the Doom RPG but I don't know where they are heading ... it's odd, they need new IP or something.

      Back on topic, they are a massive exception to the rule. WoW is a AAA title can run OpenGL (mac/windows) and DX (windows), has very few bugs in constant change and has a subscriber base of 6+ million. I'd say there only one title that does that and one company that could pull it off. Not to mention the infrastructure, the tools, the customer service, the community, the vision of not punishing the player (ignore the official forums) all while not selling out too much. They use bittorrent (good and bad), use XML in the UI, use linux clustering (shards) for hosting, have a public API for community UI extensibility and even don't auto-renew your trial subscription behind your back (refer-a-friend).

      Sure, they use OracleDB and they exploit MMOs addictive qualities. So they might do some evil now and again. Angel of Heaven who has to sell crack to buy harp polish? Derailed here.

  44. Final Solution by 99BottlesOfBeerInMyF · · Score: 1

    I know most people think it is a crazy idea, but I think it is long past time for games to go open source. Really, the open source model lends itself almost ideally to gaming and there is a lot of money to be made by the early adopter.

    Already some games are carried to success by the mod community. Really there are several components to a successful game. Artwork, story, and gameplay. Of those, only the gameplay is at risk of being copied by competitors if a game is open sourced. Gameplay relies upon the engine (which most companies license from someone anyway), the UI, and the scripting and glue. So most companies would benefit from having an open source engine to use as it would save them licensing fees and let them benefit from the work of other companies and the community. The UI is partially graphics (which need not be open). So really all they are opening up is some of the UI and the glue. The scripting is part of the story and can remain closed.

    Here's what I envision. Build an open source virtual game console. Included in this are one or more game engines, some public domain graphics, some free development tools, a basic UI, and online component for discovery of new games. Build it to accept modules which can be open or closed. Build at least one free game module, including public domain graphics, but containing trademarked characters. Build your own closed source professional dev tools. Get this game/setup as widely distributed as possible. Make it free as in beer and get desktop Linux distros to include it. Get Dell to include it. Get Apple to include it.

    So everyone has a free game and your brand is out there and you're out a lot of money. Where's the profit? The profit is in making additional games, which players of the first game see advertised for free when they start up the first game. The profit is in contract work to make other games and in licensing fees for the dev tools or contracts to work on the engine. Basically game manufacturers get greatly reduced development time, easy portability, and cheaper development. You get established as the primary experts on the new system, control of the initial distribution servers, and first mover advantage. Everyone in this picture wins, except those still using a closed system. Even open source zealots will not argue too hard about a closed game module that runs within an open source sandbox and is only a game (mostly data). And since you still have copyright on artwork and story and trademarks on names and branding, you don't have much to worry about copycats undercutting you.

    This is, of course, not the solution to all problems, but it is a big step forward. A lot of the work is already done by open source gaming projects and most of them would welcome a commercial backer and the benefits a few good full-time coders can bring. If I had the time and was confident in my management abilities I'd be on the ground floor of this startup right now. I just hope someone does it so we can move gaming forward.

  45. Lack of options? by twoallbeefpatties · · Score: 1

    I can't afford to own two computers right now, and I chose to buy a Mac because I prefer it for my "work" duties. Having said that, one of the reasons I originally opted to get into World of Warcraft was that I was bored, I wanted a game to get into, and I didn't own a Windows box - which pre-empts me from owning the vast majority of top-tier PC titles. I recall hearing from a videogame podcast at some point where an expansion pack for The Sims for the Mac had momentarily broke into the top 10 selling games of the week for any platform. That may speak to something about the general interests of people who run OS X, that they're more interested in The Sims than Half-Life, but there's still something to be said about the number of people who want to play PC games and want to do it on OS X. While the market is smaller, so is the competition. I'd love to see some kind of survey as to how that plays into the sale of certain Mac titles, and especially when applied to Blizzard titles.

    Of course, in the case of World of Warcraft, the time spent to port the game may be worth it on profit for the fact that the game continues to pay the company every month as opposed to just a "1000 copies for $50" equation. It's also worth noting that some companies hire out-of-house programmers to port their work to OS X, but end up with buggy or otherwise lesser quality products as a result (see: Civilization IV).

    --
    Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
    1. Re:Lack of options? by 99BottlesOfBeerInMyF · · Score: 1

      Having said that, one of the reasons I originally opted to get into World of Warcraft was that I was bored, I wanted a game to get into, and I didn't own a Windows box - which pre-empts me from owning the vast majority of top-tier PC titles.

      The mac platform outperforms most estimates based solely upon market share for several reasons. They include: less competition, larger install share than market share, less piracy, macs are concentrated among those with disposable income, most office systems are Windows and do not get games while most macs are home machines.

      I recall hearing from a videogame podcast at some point where an expansion pack for The Sims for the Mac had momentarily broke into the top 10 selling games of the week for any platform. That may speak to something about the general interests of people who run OS X, that they're more interested in The Sims than Half-Life...

      Well, since half-life has never made it to the Mac this does not speak to the interest of the users, but to the popularity of what is available. Half-life is actually an exception to the rule in that it is a major, popular game, not made by a MS owned shop that has not been ported to the Mac. There are a few others like this, but not many of the super popular games.

      Of course, in the case of World of Warcraft, the time spent to port the game may be worth it on profit for the fact that the game continues to pay the company every month as opposed to just a "1000 copies for $50" equation.

      True. For multiplayer, community type games there is also the benefit of interoperability. You might lose 20 players on such a system if 2 of them have macs and the group is looking for something everyone can play (especially when one of those 20 is a cute college girl half the players are sweet on). I've seen it happen first hand.

      It's also worth noting that some companies hire out-of-house programmers to port their work to OS X, but end up with buggy or otherwise lesser quality products as a result (see: Civilization IV).

      This is true, and may get worse as quick and dirty ports using re-implementations of the Windows APIs become viable solutions. At least one company is already targeting the quick and cheap porting market using WINE based technology.

  46. 1000 games is a joke by Ffakr · · Score: 3, Interesting

    I can see 1000 games as a target for Linux releases. Linux geeks are often (but certainly not always) gamers but people don't install linux to play games. If you want optimised video drivers and if you just want the damn game to 'just work' you keep a Windows machine or Windows Partition. Not to mention the lag in patches.. it's no fun bringing your linux rig to lan party only to find out that you can't join the game because the V. 1.1 patch is not available for you yet.

    The 1000 number for OS X is a joke though. Seriously, Any decent game should sell more than 1000 copies on the Mac. There are far too many Macs in use in homes for a GOOD game to not sell reasonably well. The Mac has issues.. it's rare to see them with really good video systems. The recent Intel machines have solid offerings but they aren't fantastic ( Elder Scrolls would play like crap on a stock iMac with underclocked X1600 video). I have, however, played Battlefield 2 at native rez with decent settings on a 1st gen Intel 17" iMac and it ran great. It beat the hell out of my Athlon X2 3800 w/ AGP Nvidia 6600GT. The current iMacs are much nicer too.

    The bigger problem, as I see it, is that the gaming industry is in a lull. I don't see any really compelling titles. I love WW2 era FPShooters but the Genre has been played out to death. The Battlefield series has been solid but every new version is just a new veneer on the same game. To me and my friends, EQ and WWC MassivelyMulitPlayer games are played out. The frustration of dumping time into them has long since outweighted the enjoyment (I never did try World of WarCraft.. I got burned out before that).
    Really, I walk through the gaming isle at Frys and nothing excites me and I've been looking to have another lan party. There's literally dozens of FPS War games but none stand out and I'm not going to try them all so I can tell people to buy one just for a night at my house.

    The other problem is crappy coding though this is more minor issue. If the developer houses wrote tighter code, there'd be a larger range of medoicre machines that could run that code. Remember when the big guns were Doom3 vs. HalfLife2.. HalfLife2, to me, looked every bit as good overall and it ran MUCH better on less than cutting edge hardware. Doom3 was the killer benchmark for a while and the lighting system does look nice but the HL2 engine looks great and I really enjoyed the game (more so than the 'turn the corner and shoot' story line of Doom3). IMHO, HL2 is a superior game because the sum of the whole package is superior [visuals, story, environment, gameplay..]. The impressive thing is, Valve pulled this off without forcing everyone to run out and drop $500 on upgrades. If Valve, for instance, started supporting OS X, I'm sure they'd be able to run on a pretty large Mac installed base. Everything over the Mini should run HL2 fantastically. [other noteable crap-tastic games I'd never buy for a Mac.. BF Vietnam.. which crippled my Radeon9800Pro back in 2003, EQ (HORRIBLE CODING) and even EQ2 which seemed un-reasonably slow on decent PC hardware)

    If we had good, compelling games.. I'd guarantee that a port of a GOOD game to OS X would sell a hell of a lot more than 1000 copies with annual sales of Millions of computers and poor enterprise market penetration (most macs go home or at least into EDU markets).

    --

    I'm not feeling witty so bite me

    1. Re:1000 games is a joke by Cannelbrae · · Score: 1

      The lighting model selection was a design call, not crappy coding. Someone at id (or Activision) decided that requiring high end machines was acceptable to be one of the first games with per-pixel lighting. id games traditionally sold depite having high requirements - people upgraded their machines to play them. Benefit? Their games sell partly because they push the tech. It give the game a marketing and design hook.

      Valve choose to avoid high tech lighting solutions and go with a traditional that scaled better. Again, a game design/marketing call, not a code quality issue.

    2. Re:1000 games is a joke by polyex · · Score: 1

      Being intimately familiar with the Mac game market , 1000 copies sold for the Mac for original titles (see the top 10 on macgamefiles.com) is considered a hit. AAA titles might be another story, but dont assume because tens of thousands of copies are sold in one market that a smaller market should do ok. I made this mistake myself so it is understandable for you to make the assumption. Original mac programs like delicious monsters Delicious Library are where you usually find success stories on the Mac market. This does not mean that games should not be released for the Mac, thats what we do!!! But we usually shoulder the cost of the port for a royalty down the road. This basically means we have to port as many titles as possible, hopefully from the same developer (they tend to reuse code). In other words, you have to be fast on your feet as well as skilled on both platforms to do this sort of work and you need to love the Mac! I have not witnessed anyone getting rich (I made a lot more money working as a senior engineer for IBM). Adam Hall/PolyEx Software http://www.polyex.com/

  47. About extensions by juaja · · Score: 1
    most of the extensions are ARB or EXT extensions- they're intended to be used by either player and are typically provided by the same

    Unfortunately ATI has proven to be (to put it nicely) "slow" adopting OpenGL extensions (at least in their radeon series). While programming a particle system using point sprites I found that texture mapping was broken: the sprites simply dissapeared.

    I'm no game developer but AFAIK using textured point sprites as particles is almost canonical for the advantages in speed and simplicity (and the possiblity to store them into display lists). I don't know how do game developers programming in OpenGL go around this problem (I'd love to know though, it still puzzles me), but It was a big surprise when the exactly same code running in a machine with a geforce 2 mx (several years older and much more crappy than the radeon 9800 I was first testing in, and yes I had the latest drivers installed) ran flawlessly.

    Cheers.

    --
    I HAVEN'T OWNED A TELEVISION SINCE 1967 AND ONLY WATCH MOVIES ABOUT LEFT-HANDED ALEUT LESBIAN PIPEWELDERS! FUCK HOLLYWOO
    1. Re:About extensions by Svartalf · · Score: 1

      That's more of the function of the driver not working correctly...supposedly the driver supported
      the extension or you'd not have gotten very far calling against it. Sounds like more of an ATI
      driver gripe than anything else- did you log the bug with them?

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    2. Re:About extensions by juaja · · Score: 1

      Running glewinfo reported the extension was supported (so AFAIK the only difference between my textured quads and the point sprites was setting the glTexEnvf to GL_POINT_SPRITE_ARB).

      I didn't file the bug mainly because of my inexperience with OpenGL (I though that I was doing something silly, and maybe I am), but I found a couple of posts with more or less the same problems.

      Unfortunately I don't have access to that radeon (nor the cited forum posts), but as soon as I have one in my hands I will test the program again with the new drivers.

      Cheers.

      --
      I HAVEN'T OWNED A TELEVISION SINCE 1967 AND ONLY WATCH MOVIES ABOUT LEFT-HANDED ALEUT LESBIAN PIPEWELDERS! FUCK HOLLYWOO
  48. The working formula? by Anonymous Coward · · Score: 1, Insightful

    What was wrong with the nwn1/quake4/ut2004 etc formula? You buy the windows box, if you are a linux user you download the official Linux Installer and install it onto your Linux PC. How hard is that? The only thing wrong with nwn2 is directx instead of opengl. The result is porting would be much more difficult (In addition to bad performance for the not so powerful graphics.).

  49. Tech support costs alone could kill profit by Cannelbrae · · Score: 1

    Even if the game was ported voluntarily and distributed over the internet, the publisher would still have to provide some degree of tech support. This could easily burn through 10-20k the publisher would see, at which point shipping potentially costs them money (continuing to provide support) or reputation (dropping support for the platform).

    In addition, this could count as a separate sku, meaning significant costs licensing third party libraries.

  50. if.. by Intangion · · Score: 1

    if more games were ported to linux the linux market could grow
    alot of people only use windows cause windows is the only support platform for most of the games they play

    this might explain why so few games want to port to linux (or why companies like blizzard make linux versions but never release them), if you keep that market weak and small you only have to support 1 platform..

  51. maintainability of code by NynexNinja · · Score: 1

    They probably dont want to support linux because the code they wrote isn't written to be portable. If they migrate their code to be portable, then linux and macosx (as well as other unix's)should be no problem to use as a make target.

  52. Consoles? by danhuby · · Score: 1

    Why not stick to consoles for games, and keep the PC or Mac as a workstation? PC gaming is very expensive given the need to constantly upgrade the system. In some cases the upgrade will cost more than an actual console.

    Added to the argument is the fact that consoles are now surpassing PCs for gaming in terms of graphics performance - or at least you will need a very expensive PC to compete.

    So by keeping a console for games playing, you can happily run Linux, OS X, or whatever else you choose and still enjoy cutting edge games. To me it makes a lot more sense than lobbying games manufacturers to produce games for your particular OS.

  53. The thread had NOTHING to do with NWN2... by Svartalf · · Score: 1

    It had everything to do with Dragon Age.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    1. Re:The thread had NOTHING to do with NWN2... by crossmr · · Score: 1

      No, but it was mentioned in the summary, and if you'd read the comments, several people were talking about it. A lot of people still seem to think Bioware developed NWN2. So regardless of Bioware's willingness to want to port to Linux, its no indication that NWN2 would ever show up on Linux.

  54. Cadega by truffle · · Score: 1

    http://www.transgaming.com/products_linux.php

    Working with Cadega probably makes more sense for most game developers.

    Yes you restrict your product to Cadega users, but most of the hassle is handled by Cadega.

    --

    ---
    I support spreading santorum
  55. Financing problem solution by Jester6641 · · Score: 1

    OK, I'm not going to pony up the cash, but I've found a pretty innovative solution to getting the funding for a future product: get people to tell you how much it's worth by bidding on it in advance. There is a program called "Logos" (thing Greek pronunciation, not like reflections and gradients and corporate images) that decides what to make based on a community. The call it...get ready for it...community pricing. And, in fact, it works quite well. You can check it out here -> http://www.logos.com/communitypricing. It really seems to be a good idea, and I'm a little curious why no one outside this one company (as far as I know) have adopted a "put your money where your mouth is" approach like this in order to get these niche products developed. If you don't think it can be done on something like this, take a look at how niche some of these products actually are and they're getting it done. It would take some tweaking, but it could be a good tool for showing the need, getting the capitol and getting this stuff to market. Plus it has the added bonus of being much cheaper for those on the ground floor. Could be a winner all around.

    --
    Jester

    Warning: This sig may be legally binding in England.
  56. Follow through by metamatic · · Score: 2, Insightful

    I would have purchased Neverwinter Nights, but they didn't finish porting it. They only ported the game, they didn't bother with the tools. Then they tried to charge more for the partial port on Mac OS X than for the entire game on Windows. So I didn't buy.

    The way I see it, it's Bioware who have a problem with following through.

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  57. WhINE by Anonymous Coward · · Score: 0

    Whant some cheese to go with your WhINE?

  58. Some of the blame belongs to the linux platform. by HardWoodWorker · · Score: 1

    Last I checked, all games performed more poorly on Linux than Windows. I run both Linux and windows. If you made a Linux version of my favorite game run 5% better, I'll happily buy it. It's all about frame rates. Maybe the OpenGL people should look into performance optimizations or making their library more competitive with DirectX.

    I bet if 1 out of 10 of the top PC games ran noticeably faster on Linux, we'd see a dramatic increase in desktop Linux usage for general and gaming use.

  59. Not missing out on much by HammerHead2000 · · Score: 1

    Game developers aren't missing out on much of a market share by not supporting Linux (or even the Mac). You might tell me that 2% of computer users own (and use) a Linux box, and that's great, but what percentage of that 2% also has a Windows box readily accessible in the same house? I'd be willing to be that's close to 90%, especially in the category of people that's likely to buy games. That leaves a whopping 0.2% of people who might want to buy a game that's ported to Linux and use it on their Linux box.

    Some more dodgy maths here; the game sells 1 million units, and sales could have been increased 0.2% by porting to Linux, increasing sales by 2000 units. It's therefore not commercially viable to port a game to Linux based on the maths for a single game alone. You can perhaps make a good case for increasing income over a period of time, but not on the stats for one game alone.

  60. Marginal unit sale increase by WPIDalamar · · Score: 1

    If 1000 people say they'll buy the Linux version, whoopeee. How many of them will buy the windows version if there isn't a linux one?

    How many won't buy the game when it does come out for whatever reason?

    You're 1000 people might turn into 100 sales.

    1. Re:Marginal unit sale increase by doh123 · · Score: 1

      1000 people who actually found some thread on a message board and bothered to make an account to post.... would be a small fraction of the people interested, but have no idea the thread exists.... could 1000 people turn into 100 sales? sure, it could also turn into 10,000 sales.... its all random guessing.

  61. Why no DX counterpart over OpenGL? by mounthood · · Score: 1

    Can you offer any reasons why no platform functionally similar to DX has appeared for cross-platform use? Every game written in OpenGL and ported to multiple platforms must have much of the same base audio/networking/3d/etc.. functionality.

    A DX replacement that's open source and works on many platforms seems like it would be a boon for game companies, yet there is not even any talk of such....

    --
    tomorrow who's gonna fuss
    1. Re:Why no DX counterpart over OpenGL? by Anonymous Coward · · Score: 0
    2. Re:Why no DX counterpart over OpenGL? by Svartalf · · Score: 1

      In reality, all but the input (keyboard, etc...) IS there. In reality, DirectX isn't all that integrated- it's just a set of separate APIs, COM based in programming nature, that expose the respective interfaces to the hardware more directly than through the usual GDI, etc. interfaces.

      Besides, it's all there and has arrived- and is what is most likely going to be used on mobile devices and
      other consumer electronics devices going forward:

      OpenGL/OpenGL ES
      OpenSL ES
      OpenVG
      OpenML
      OpenMAX

      Check out The Khronos Group for that very thing- they're calling it OpenKODE right at the
      moment. One stop. One API. Target many platforms easier.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  62. Heh by Anonymous Coward · · Score: 0

    **** With the potential for selling upwards of 1000 copies (counting individual requests) of a game at possibly $50 each, is the decision to exclude a platform and the associated revenue the correct one, or are the petitioners the ones that have gotten it wrong to think that their ca 1-5% marketshare matters?" ****

    1000 copies?

    You're funny.

    $50k income isn't even worth their time.

  63. Do customer's matter? by cb_abq · · Score: 1

    "Is the decision to exclude a platform and the associated revenue the correct one, or are the petitioners the ones that have gotten it wrong to think that their ca 1-5% marketshare matters?" If the revenue generated from sales to the customers of Mac OS and Linux versions at least equals the cost of porting the application and other overhead, then it is worth porting. The reason is that you have then invested in incubating a new market, creating more reason for new customers to purchase or use those platforms, and in turn, your software, game or otherwise. It is analagous to investing in a new machine that will manufacture a new product. If you can return the investment in the first year (and cover any interest payments or venture capital ROI obligations) and create a market for sales in subsequent years, then it is worth the investment. If you are only catering to one platform, and that platform market shrinks, then you have left money on the table.

  64. Porting CAN be difficult by polyex · · Score: 1

    As a developer who ports products to Macintosh - http://www.polyex.com/ I can tell you that porting a commercial product can sometimes be more difficult than what appears on the surface. Even if you take out obvious problems like the game is using Microsoft specific technologies like Direct X, etc. Some developers use huge in house libraries that will also need to be ported (or at least some of the functionality replicated) as well as 3rd party libs that may not even have the source available. With the Mac especially, endian issues crop up and have the potential to complicate things as they tend to only show up at runtime which requires a full QA cycle that goes perhaps deeper than originally thought. You even have to be aware of incompatibilities between VC++ and gcc, where VC++ some times lets people get away with murder. Ideally ,you also want the game to take advantage of unique ways the Mac/Linux might do things from a users perspective compared to Windows, which may do something completely different, such as where resources for the game are stored etc. Another potential issue that people rarely think of us is performance. I had ported code over what was fairly straightforward to the Mac (OpenGL) and I immediately ran into a performance hit that was noticeable. I ended up having to optimize the code just to compete with the Windows version. The developer that does porting also has to become very familiar with completely new source code quickly and often in order to port as many products as possible (think about how long does it take a new developer working in your company to become familiar enough with the code before you let him muck with it?). An intimate understanding of technologies on ALL platforms is usually required for this sort of work. Another thing I have run into is that many Macs out there are laptops and a game that uses the mouse heavily may have to have some redesign work to work with the Mac laptop pad. These issues are not always the case and each one is unique from game to game of course, but are always potential issues. Not of this is insurmountable, but you always have to be prepared!

  65. There's obviously a large demand for linux games. by sn0wman3030 · · Score: 1

    Just look at this Bioware poll. The question is "What platform(s) below do you both own and play games on?", and 54% of responses are Linux. http://www.bioware.com/_poll/view_poll.html?pollID =136

    --
    Life is offtopic.
  66. I don't believe that was what the summary said.. by Svartalf · · Score: 1
    And I KNOW that the thread didn't discuss this at all.

    If you'd read the thread and the similarity to Sage_Svartalf (Bioware's forum software borked up the original handle I had for some bizarre reason and rather than bothering them with it, I modified the original and it stuck the second time...) and this handle, you might realize that I was one of the participants thereof and, to quote myself...


    I think Atari's quite surprised and dismayed at the response- they pulled the sticky from the thread, but they don't quite have the guts to lock it. Bad PR if they did that; but they keep hoping the thread will just drop from the view- and it just won't. It keeps getting bumped by more and more people coming in to request the game on Linux. And it's not just people putting a bump post on the thread- it's new registrants putting in their voice. To apparently no avail- no acknowlegement, nothing... Just goes to show what I commented on the thread- someone keeps thinking that "petitions" will get their attention, to whit I replied, what do you think thousands of posts asking for it, spanning over a year and a half, the largest thread and longest running thread on their forums is? They think that a petition is going to be "different". Heh... Go for it, I told 'em- it's not going to make any difference. Thread... Petition...


    Which was in response to someone bringing up the thread in the context of probable demand for DA, based on the Atari NWN2 thread.

    And to quote myself again later in the thread...


    And as for the thread dying- it's not my posts that are doing it. It's that few KNEW about it- and it could also be that people watched the saga of the NWN2 thread play out. Why bother posting "I want this game" when it's pretty obvious to everyone with the Atari thread that just won't die that nobody's willing to take anybody from the Linux community seriously? This is not to say that I feel this way or that this is the cause- but it's a likely culprit.


    To which the guy that I was replying to responded when more posts came in that he "sat corrected on that score".

    No real discussion of NWN2 being ported- just that there was a probable real demand based on the NWN2 discussion thread and that while it was there, it wasn't a foregone conclusion that Bioware was going to look at any of the figures they're seeing for Linux on their own- just the IDC type figures, etc. This is not to say they're disregarding the Linux/MacOS communities- it's just there's nothing but silence on their parts and now they closed the thread at 10 pages, no further discussion allowed on the subject ever. The tag from Slashdot didn't imply anything else, mind.

    It didn't have anything to do with NWN2 getting ported or anything like that.
    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  67. Re:I don't believe that was what the summary said. by crossmr · · Score: 1

    The comments here on slashdot not in the thread. There may not have been discussion that thread about NWN2, but there was discussion here.

  68. Linux gamers buy Win32 games ... by AHumbleOpinion · · Score: 1

    There is no game market for linux ... Linux users buy GAMES.

    There is no contradiction there, Linux users buy and run Win32 games and that undermines the need for native Linux ports. The Linux Market is *not* the number of Linux users that would buy a native Linux port, it is only those who would never buy a Win32 version and emulate or dual boot. The Win32 buyers are already customers of the developers, there is no new money by transferring a person from the Win32 sale column to the Linux sale column. It is cannibalization of the existing market. The only new money that would support Linux development and *more importantly* QA and Support comes from those who only run native Linux ports and never dual boot or emulate Win32 games.

    The real reason we have this problem can be summed up in two words : DirectX.

    Not really, several Mac developers have successfully translated DirectDraw, DirectSound, and Direct3D calls to Mac sound and graphics calls. The one area where you are correct is with respect to networking, DirectPlay. One Mac dev got DirectPlay calls translated but IIRC it was a hurculean effort. It any case many Win32 devs shun DirectPlay for various reasons.

    1. Re:Linux gamers buy Win32 games ... by MrCopilot · · Score: 1
      There is no contradiction there, Linux users buy and run Win32 games and that undermines the need for native Linux ports. The Linux Market is *not* the number of Linux users that would buy a native Linux port, it is only those who would never buy a Win32 version and emulate or dual boot.

      Ahh, but therein lies the rub. Personally I buy only when I know it will run. If it's native linux I Buy it (Quake4,Doom3,UT2k4, etc). If the torrent works emuklated I will pick up a retail copy . So the market is the number of "Working" Games. More Linux native ports = more working games = more sales.

      I do not dual boot. I wine what I can and live without the rest.

      If we could convince MS to port directx to linux (yeah right) Game sales would hit a new all time high.

      --
      OSGGFG - Open Source Gamers Guide to Free Games
    2. Re:Linux gamers buy Win32 games ... by AHumbleOpinion · · Score: 1

      "There is no contradiction there, Linux users buy and run Win32 games and that undermines the need for native Linux ports. The Linux Market is *not* the number of Linux users that would buy a native Linux port, it is only those who would never buy a Win32 version and emulate or dual boot."

      Ahh, but therein lies the rub. Personally I buy only when I know it will run. If it's native linux I Buy it (Quake4,Doom3,UT2k4, etc). If the torrent works emuklated I will pick up a retail copy . So the market is the number of "Working" Games. More Linux native ports = more working games = more sales.

      I do not dual boot. I wine what I can and live without the rest.


      No, the market is not the number of "working games". If you emulate the Win32 game then the developer does not need to do a Linux port. If they come out with a Linux version of their next game they will merely move you from the Win32 to the Linux column. There is no new money in doing so, so how will they pay their Linux specific development and more importantly their Linux specific QA and support? Preferring native, buying Win32 as a last resort, is part of the problem. The developer knows they will get you as a paying customer regardless of whether they do Linux or not. The Linux market is only those who will *never* buy the Win32 version.

    3. Re:Linux gamers buy Win32 games ... by MrCopilot · · Score: 1
      Preferring native, buying Win32 as a last resort, is part of the problem. The developer knows they will get you as a paying customer regardless of whether they do Linux or not. The Linux market is only those who will *never* buy the Win32 version.

      I respectfully disagree. Here is why:

      Picture yourself a developer. You release a game to rave reviews. Consumer response starts coming in. Emails about how great you are. Bug Reports. and 15 thousand emails complaining that the game is buggy as hell under wine so we won't buy it. Now your decision to be win32 only on the next game is colored by 15 thousand potential customers.

      You have 3 choices.

      1. Ignore those hippy treehugging free software running geeks.
      2. Code your Game to run under Wine
      3. Go cross platform.

      Option 2 and 3 equates to 15 thousand more sales and 1 more working linux game. I'm fine with 2 but prefer 3.

      Let's not make it sound easier than it is. Coding a AAA game is a serious undertaking, with serious risk. One way to reduce this risk is to release a Linux Binary with the Windows binary. Linux users are voracious consumers when it comes to games probably due to the fact that there are so few AAA Linux games. My comments are meant to explain that by being a customer gives your voice more weight than some free software activist (perception) opinion. I buy good games that work and I give CUSTOMER feedback.

      I could care less how we get there. I just want games that work. I have a soft spot for wine, in that it doesn't put any more pressure on the already stressed game developer (But puts enormous stress on the end user).

      So my take is the "market" for any game is how many copies can you sell. I contend any windows game that also works under linux increases that games market by the number of linux users (The World of Warcraft developers can attest), how it works is irrellevant (As a developer, I prefer to ensure it works rather than hope the Wine guys figure it out).

      --
      OSGGFG - Open Source Gamers Guide to Free Games
    4. Re:Linux gamers buy Win32 games ... by AHumbleOpinion · · Score: 1

      Picture yourself a developer. You release a game to rave reviews. Consumer response starts coming in. Emails about how great you are. Bug Reports. and 15 thousand emails complaining that the game is buggy as hell under wine so we won't buy it.

      I think things get unrealistic at this point. While I can believe 15,000 try something under Wine, I think if problems arise they will largely do what they currently do: dual boot. I'd say the purists who will abstain are probably well under 2,000. One hears "the only reason I have Win32 on my box is for games" far far more often than "I only play native Linux games".

      Now your decision to be win32 only on the next game is colored by 15 thousand potential customers.
      You have 3 choices.
      1. Ignore those hippy treehugging free software running geeks.
      2. Code your Game to run under Wine
      3. Go cross platform.
      Option 2 and 3 equates to 15 thousand more sales and 1 more working linux game. I'm fine with 2 but prefer 3.


      There is a 4th choice. Let the Wine devs fix Wine. If the game is as popular as you stated then this will most likely occur. The bugs are more likely to be in Wine than the game.

    5. Re:Linux gamers buy Win32 games ... by MrCopilot · · Score: 1
      While I can believe 15,000 try something under Wine, I think if problems arise they will largely do what they currently do: dual boot. I'd say the purists who will abstain are probably well under 2,000. One hears "the only reason I have Win32 on my box is for games" far far more often than "I only play native Linux games".

      Wait, you think the single OS Linux user base is 2000 boxes or just the gaming single OS linux userbase.

      I think your estimate is very low. How often do you hear I'd love to play PrinceOfPersia but it won't play on my Linux box even under wine or cedega. I hear it plenty. Hell, I say it plenty and as loud and to as many developers as possible.

      This kind of unrealistic estimate is why devs say there is no market.

      Dual-Booting Windows/Linux is like quitting smoking by not buying Marlboro but still rolling your own.

      There is a 4th choice. Let the Wine devs fix Wine. If the game is as popular as you stated then this will most likely occur.

      That would be a lot easier with the Game Developers Assistance rather than wait and see if some collection of 3rd Party maintainers magically increases my userbase.

      --
      OSGGFG - Open Source Gamers Guide to Free Games
  69. as a result of bad software design by xshader · · Score: 1

    if these companies practiced good software design patterns and started from the beginning to make things potentially portable, there would be a very low "cost of porting".

    isn't portable == bad software design. period.

    the software developer didn't modularize enough of the sub components into sections that can be separated and reused for different platforms.

    1. Re:as a result of bad software design by geekoid · · Score: 1

      It could also be built with a proprietary dependence..i.e. directX.

      I have always believe the propritary somponents are bad for any application and for the company the uses them. By that toke, there bad architecture.

      OTOH if thr only way for my to get VC money was to use directX, I can't say I wouldn't use it.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  70. Return on My investment by Bent+Mind · · Score: 1

    I'd have to say that I'm not the target audience that game companies are looking for. I never bought Neverwinter Nights for Windows or Linux. I love D&D. However, for $50, I want a game, not a client. Maybe I missed something there. I just never understood paying $50 for a game that requires a monthly paid subscription.

    I did buy SimCity 3000 and Myth II for Linux. They were great games. However, they stopped working after I upgraded to Linux 2.6. Now the disks just sit in a drawer.

    What I'm looking for are some fun games that are not overly expensive and will be playable for longer than a couple of years. Linux offers a lot of simple, fun games. However, none of the games from commercial vendors offer what I'm looking for.

    It's great that Bioware is interested in the Linux market. But please, support your product by keeping it updated and don't charge outrageous amounts for the client if you are also going to charge for required services.

    --
    Request a Linux Shockwave player here: http://www.macromedia.com/support/email/wishform/
    1. Re:Return on My investment by MP*Birdman · · Score: 1

      As a FYI, there is no monthly charge to play Neverwinter Nights. There are expansion packs, true, and you can purchase the premium modules, but none of those are required. In addition, there are hundreds of other modules available which are free. If you just wish to play the game online, nothing is required but the game and an account to login with.

    2. Re:Return on My investment by Bent+Mind · · Score: 1

      nothing is required but the game and an account to login with

      The account to login with is what I was referring to when talking about a monthly charge. Are these free now? That's great if they are. I may look into picking the game up. However, they weren't when the game came out. I passed on buying then and never looked back at it.

      --
      Request a Linux Shockwave player here: http://www.macromedia.com/support/email/wishform/
    3. Re:Return on My investment by thedarknite · · Score: 1

      Except your argument is flawed, based on the fact that NWN was a standalone game that had the ability to be multiplayer.
      They only charged extra for expansions and after the Hordes of the Underdark expansion they moved to a online expansion model and only charged $8-10 for new expansions.
      And you could always play on one of the community based servers or download a free module, some of which were better than those provided by Bioware.

      I will end up buying NWN2, but not until I upgrade my hardware. My only gripe is the high system specification.

      --
      A game has objectives and is competitive, anything else is just play
    4. Re:Return on My investment by zoomba · · Score: 1

      NWN Multiplayer, and the associated accounts through Bioware were ALWAYS free, there was never anything even approaching monthly charges from Bioware or Atari. Certain Persistant World networks might have tried to charge a fee, but that's the same as someone charging you for access to a private Battlefield 2 server.

    5. Re:Return on My investment by doh123 · · Score: 1

      NWN is NOT a MMORPG... there was never a monthly fee for the game, its a normal one time pay for the game and play it forever... type game...

    6. Re:Return on My investment by Bent+Mind · · Score: 1

      I should hang my head in shame... I don't know what I was thinking. The model I was talking about was for Everquest. I just realized my mistake while reading one of Zonk's stories. Now I feel stupid...

      I'd say the rest of my arguments hold though. I was really disappointed when my games didn't work with Linux 2.6. It's great that Bioware is looking into supporting Linux. However, please don't abandon the software and keep it closed. If you can't maintain it anymore, please release the code so someone else can maintain it.

      The best model for many of these games is to open the code and keep the content closed. This eases maintenance, adds platforms. and you profit from the content. I realize this model doesn't work for a lot of games. However, if the content is what sells the game, it works really well.

      --
      Request a Linux Shockwave player here: http://www.macromedia.com/support/email/wishform/
  71. 1000 units? by netfunk · · Score: 1

    UT2004 for Linux sold _way_ more than 1000 units. So did the Mac OS X version.

    The UT2004 Linux/Mac/Win64 guy,
    --ryan.

    --
    Don't say, "don't quote me," because if no one quotes you, you probably haven't said a thing worth saying.
  72. Awesome sig by wall0159 · · Score: 1


    I've been thinking along those lines for a while, and take my hat off to you. :-)

  73. Want linux games? by kisak · · Score: 1

    Just buy them. And then there will be more.

    --

    --- guns don't kill people, people with guns kill people ---

  74. I actually Play NWN on Linux still. by Anonymous Coward · · Score: 0

    NWN was never ported to linux it was codeveloped on Linux. Bioware delivers patches for Linux at the same time they release them for Windows every time. If there is an example of how to do a LINUX game and Windows game, NWN is it. Most people I know use LINUX for the server as well, ease of remote support helps with that versus windows.

    The only thing they missed the mark on was a sql interface for the database, but a good memory hook was developed and its really a nice program.

    www.nsrealm.com Is a great example of what can be done with NWNs.

    I was unhappy NWN2 wasn't also released as a linux client at the same time, perhaps they will do this at some point, but I dont see it. Perhaps they will work with the wine folks to make it install nicely and play in wine. That would remove the need for co-development on linux if they dont have the cash.

    If Bioware say's they will release a LINUX client/game for Dragon age, I'd expect it to be the same quality of service they did for NWN. Which in my opinion was the best for a game to date, covering 3 major expansions, and several online ones. I'd really like to see something like the mumble client/speex integrated into dragon age if they are making an online/multiplayer version, or at least some good testing. Also they could improve thier updating process for LINUX which was really rough to startwith, perhaps enlist some of us linux folks to write a good install script in the beta. NWN is not exactly simple for the novice linux user.

    I currently run NWN SDL with alsa, aramok and mumble all working and playing flawlessly on fedora 5. I've bought all expansions, and actually 2 copies of the game, all running on linux. Game on Bioware!

  75. Putting together a shim that works... by dsmall · · Score: 1

    Personally, I thought that Quake 4 was rather good and had a better story than Doom 3, but it's all subjective.

            There really is not a reason why Linux machines can't run Windows game code. Well, there is the usual semi-religious reason, but please. You just have to not judge the task to be impossible too quickly. It boils down to the game having a tangle of things it needs to work, and you need to connect those things to something on the Linux side. I know this because I have done a very similar thing.

            You can do it with less quick hardware and go straight to the metal; I taught the Mac OS to come up on Atari ST hardware that way. At 8 Mhz there were not many cycles to waste. Some of the software I had to run was an utter nightmare because it caused bus errors in the 68000 on the Atari side, but not on the Mac side because of a fluke, so I had to teach the 68000 to ignore bus errors.

          But as VMware and others have shown, Windows stuff will coexist with Linux, and they've worked out the six -billion- little details of getting the hardware to task-switch (and I bet it wasn't at all fun). One of the funniest things I've seen was getting my resume bounced from them. Heh!

          Just looking here in my Xandros 3.0 manual, I also see:

    Code Weaver's CrossOver, which runs Microsoft Office. That is extremely difficult and really well done because it handles really *fun* stuff like out-of-bounds memory access and nil pointer access that happens in Office (I had to fight with it too).

    Win4Lin "runs Windows operating systems and applications in a window on the desktop. Almost any Windows application can be run." Eval copy available. I have not tried it personally.

    VMWare "runs multiple operating systems and applications, not just Windows, in a window on the desktop. Almost any Windows application can be run."

    There are also Terminal Server Client and Citrix Linux ICA Client, which run Windows apps on another machine and give you a window into them.

    Now, if it were me, and I wanted to be able to have a pretty good chance of popping in a generic Windows game disk and running it with Linux, I would use one of the above, but I would also go hunting ready for bear: some sort of in-circuit emulator ready to trap absurd stuff, and work around it. I can sure tell you that a hardware ICE would have made my task far easier and enabled me to catch bugs in the Mac OS that were not findable otherwise.

    This is all doable. It's just selecting the method of doing it. Other people have already done parts of it. Running Quake 4 under VMWare, then the others, would be a very interesting test indeed.

    Thanks,

    David Small

    davetracer@aol.com

  76. Re:I don't believe that was what the summary said. by Svartalf · · Score: 1

    Really... Gods... Besides, even with the "gorgeous" effects, etc., from what I've been hearing from
    people about NWN2 it's not all that hot and is more of a train wreck because of the framerates and a
    few other things (Even Illiad was making jokes about the game in recent times on UserFriendly...).

    Sorry for the misunderstanding on that all...

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  77. Re:I don't believe that was what the summary said. by crossmr · · Score: 1

    I've been enjoying it thus far. I've got a beast of a machine to play it on though, Core 2 Duo 2.0 GHz, 2 GB of RAM and a 512 MB 7900GTX, but I do play it all on high with a 1920x1200 resolution inside and out without a single frame rate issue at all.

  78. other factors? by KurdtX · · Score: 1

    I used to be a Mac gamer, until I realized that was an oxymoron and so I went out and bought myself a Windows box to play all the games I had been dreaming of playing only to find... they sucked. Just because a platform has 10x the number of games doesn't mean there are 10x the number of games I want to play. In fact, after a few years of it, I realized I'd really only been missing 1 or 2 quality games each year by being a Mac gamer.

    However, due to the vastly increased number of mods & add-ons available only for Windows for the games I like to play, I still keep a Windows gaming rig, even though I do everything else on my Mac. But, I still only buy games that are released for Mac, for two reasons: 1) the last vestiges of my Mac zealotry 2) the games which are popular enough to justify a Mac port typically mean they're better. I mean, you can read all the reviews you want, but a developer knows if they have a quality game which is going to sell enough to make it worthwhile, and that's generally good enough for me.

    So, while my purchase of a game might ring up under their Windows flavor, the only reason they got any revenue from me is because of their porting effort. But I doubt that shows in the numbers.

    Oh, and don't flame me because I'm not supporting non-Windows gaming, my gaming box is very impractical for general use, and my Mac doesn't even have a real graphics card (it's an iBook). If you missed my explanation of the irony of my situation, read my post again.

    --

    Kurdt
    I'm not anti-social. Just pro-technology.
  79. Re:I don't believe that was what the summary said. by Svartalf · · Score: 1

    Heh... But that's what the jokes are on about. You have to have a machine in the Ubercomputer class of machines and GPUs to have usable framerates with it. Try it with the suggested minimums, you'll be pulling your hair out in some of the scenes as the framerate plummets to below 20fps at 800x600 or 1024x768. Kill the CD copy protection, gain 10fps back. I just wish they'd stuck with making the game first and then striving for an X-Box port AFTERWARDS- the engine only needed a few bits and bobs added to it to accomplish what they were reaching for and OpenGL was completely capable of it without major framerate loss like they have with the DX9 version. They literally ripped out the OpenGL rendering engine and re-did it, as rumor has it, ostensibly for an X-Box version they tried to go for and ran out of funds for...

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas