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Why Game Developers Should Support OS X and Linux

kevind23 writes "Although Mac OS X and Linux have a small (but growing) market share, Jeff from Wolfire Games argues that supporting non-Windows platforms can lead to a huge increase in game sales. Using their popular game Lugaru as an example, he shows how less-popular platforms, or more specifically, their userbase can be a powerful advertising force. This can lead to a dramatic increase in popularity and exposure, which usually means a large boost in overall sales. The short article is an interesting read, especially for those working in game development and sales."

283 comments

  1. Mac users spend more money by Senes · · Score: 5, Insightful

    I remember it being drilled into my head over and over... develop for new hardware instead of old hardware, do everything for the expensive crowd because people who don't spend money on their hardware are less likely to spend money on software. This might be an outdated school of thought, but I'd say it goes double for Mac users. They're really expensive, and especially nowadays they're taking on this image as a trendy status symbol instead of a tool to do work with. Another things Mac devs have going for them, there is a lot less competition. If you would say that Macs don't have enough games out for them, then that translates into a niche to fill for aspiring businessmen.

    1. Re:Mac users spend more money by Anonymous Coward · · Score: 4, Insightful

      Another things Mac devs have going for them, there is a lot less competition. If you would say that Macs don't have enough games out for them, then that translates into a niche to fill for aspiring businessmen.

      You clearly have no idea about game marketing. The people who hold the money in gaming are all about avoiding risk by stampeding to the same place as everyone else. Most of the last 15 years, I've been working on games that were just like whatever was popular the year before.

      It's like a nature documentary I saw last week that showed zebras crossing a river in Africa. They all mill around for ages, until one finally crosses alone. If that one doesn't get eaten by the crocodiles, they all pour across in exactly the same place.

    2. Re:Mac users spend more money by SanityInAnarchy · · Score: 5, Interesting

      The problem here is, it also translates into a culture of shareware. Things which are freeware on Windows, and open source everywhere else, are shareware on a Mac.

      Maybe it's just me, but that's what I've seen. You could argue that it's because the Mac version is so different, unique, and so much better than the free alternatives that it deserves to be paid for. I think it's because of exactly what you've said -- someone who just paid $1k for a dev machine is unlikely to gripe about $50 for TextMate.

      (I'm lazy, so those numbers are almost certainly wrong, but they're close to right.)

      As a user, that is one thing I really hate about the Mac. It's not that I don't believe in paying for software, just that I don't think every little file management tool or MP3 player needs to ask $20. Put up a donation page and be grateful someone hasn't replaced you already.

      But hey, if you're going for that angle, target Mac users because they spend more money and are grateful for any decent games, and target Linux users because they might buy one just to up the Linux stats.

      --
      Don't thank God, thank a doctor!
    3. Re:Mac users spend more money by SanityInAnarchy · · Score: 4, Insightful

      The people who hold the money in gaming are all about avoiding risk by stampeding to the same place as everyone else.

      Except in 2008, apparently. We got Mirror's Edge, Spore, and Dead Space, all from EA.

      And don't forget, Portal came from Valve. Shows how if you really want to test an idea without too much risk, build a smaller game and use digital distribution.

      --
      Don't thank God, thank a doctor!
    4. Re:Mac users spend more money by Anonymous Coward · · Score: 0

      There is a catch to that idea, you don't make money with the top of the line users, you make it appealing to large crowds.
      The only use for top of the line users is to make the rest of the users jealous and push the market forward. My reasoning goes south when you charge insanely amounts of money and people stills buys you, buy i guess that isn't running as good for sony's PS3 as is doing for Apple.

    5. Re:Mac users spend more money by rvw · · Score: 2, Interesting

      If you look a little further, you'll find a freeware or open source alternative for OSX, although it may not be the same program as on Windows or Linux. Textmate may not be free, so try jEdit or Textwrangler.

      I don't know what programs you miss. Most of what I use is freeware or open source: OpenOffice, AdiumX, Keepass, Cyberduck, etc...

    6. Re:Mac users spend more money by mrchaotica · · Score: 2, Interesting

      I've noticed that too. I find it helps to search for Mac Free Software rather than merely "freeware" -- there's a lot more of the former than the latter, and if you look for the latter you end up finding shareware (crippleware or nagware) instead.

      But hey, if you're going for that angle, target Mac users because they spend more money and are grateful for any decent games, and target Linux users because they might buy one just to up the Linux stats.

      The way I see it, you should target Mac users because they'll pay for software, and target Linux users because you might as well since you already made your software cross-platform to get the Mac users! Games do not need to have different code between the Mac and Linux versions; they can standard stuff like OpenGL, SDL, and POSIX. (Don't try it with applications though, since Mac users won't tolerate non-native UIs!)

      --

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

    7. Re:Mac users spend more money by jabithew · · Score: 1

      I always get around it by searching explicitly for open-source instead of freeware. This has never failed me yet, though I admit I'm not too demanding.

      --
      All intents and purposes. Not intensive purposes.
    8. Re:Mac users spend more money by Anonymous Coward · · Score: 0

      > (Don't try it with applications though, since Mac users won't tolerate non-native UIs!)

      Use wxWidgets. It uses native API to draw the dialogs, so application looks like Windows app in Windows and Mac app in Mac. It is also open source and quite permissive with the license and easier and faster to use than e.g. MFC.

    9. Re:Mac users spend more money by rm999 · · Score: 3, Informative

      Mirror's Edge was a big monetary loss for EA, and Spore was received far less enthusiastically than expected. The game that made EA the most money last year? Madden - one of the least innovative series in the industry. And Portal may have helped sell Orange Box, but it never would have stood on its own as a serious revenue generator for Valve.

      Sadly, game companies don't always feel the need to innovate because people are finicky and games cost millions to make. After all, they are businesses, usually with stock holders to answer to.

    10. Re:Mac users spend more money by Zephiris · · Score: 2, Insightful

      Spore and Dead Space are both fairly conventional when broken down. Dead Space gives a fairly interesting UI, but by-the-numbers story, standard-but-laggier-than-usual graphics, uninspired audio. Spore is a few minigames that have no real depth, and even the developers admit they're just like stripped down, simplistic versions of other EA/Maxis classics. Also, both heavily pirated as far as the news goes.
      And Mirror's Edge isn't out yet for PC. We're talking about PCs on a Windows/Mac/Linux story, yes? :b I hope Mirror's Edge is good, but you can reasonably guarantee now that if it's an EA game (Mercenaries 2 also sadly comes to mind), it's surprisingly conventional no matter how much hype is applied, expensive, and DRM-laden.

      --

      "A Goddess rarely smiles for she is forced by others to be an island unto herself." - Zephiris
    11. Re:Mac users spend more money by powerspike · · Score: 1

      i have to agree with this, on my world of warcraft website, 1/2 the guide sales come from mac users :P (might be higher - 1/2 of them have a mac.com email address or what ever it is)

    12. Re:Mac users spend more money by Anonymous Coward · · Score: 0

      hah.

      "SDL. When direct hardware access is too fast."

    13. Re:Mac users spend more money by Thumper_SVX · · Score: 1, Flamebait

      Just the same as Linux, you can install Port, or Gentoo for OSX and you can access a huge library of totally free software within OSX. I have both installed on my Macbook Pro because they're really handy to have around.

      Similarly, as you said you can find tools that are free as well, and I use a lot of great free software on my Mac, particularly those you mention. While it's true that it does seem to be more troublesome at first to find free software for Mac, more often than not a little more digging will find it and find it far better quality than most of the stuff released for free for Windows :)

    14. Re:Mac users spend more money by dontPanik · · Score: 1

      Spore and Dead Space are both fairly conventional when broken down.

      Well anything is fairly conventional when "broken down" and when one has the negative outlook and bias you have. I can take any game and "break it down" and dismiss it by saying, "oh, well you're just pointing and clicking." You haven't even played Mirror's Edge and you've already dismissed it because it is an EA game. That's not really fair.

      While Dead Space and Spore have their shortcomings, they are both fairly innovative games. Dead space had it's UI, which you mentioned, but it also did cool things with zero-gravity. I would say considering those facets of the game, it was reasonablily innovative and shouldn't be singled out as bad.
      In Spore you're missing the fact that the creature (and house/ship/aircraft) creator did interesting things with sharing ideas between people. Yeah, it wasn't that great of a game, but it did some interesting things.

      --
      "Computers are useless. They can only give you answers." - Pablo Picasso
    15. Re:Mac users spend more money by itsdapead · · Score: 1

      The problem here is, it also translates into a culture of shareware. Things which are freeware on Windows, and open source everywhere else, are shareware on a Mac. Maybe it's just me, but that's what I've seen.

      I'd agree with you to a point - the "free as in beer" scene on the Mac did used to seem a bit thin compared to the PC, but I suspect that was just a side-effect of the much smaller market.

      I've previously been frustrated by the lack of Mac freeware in areas such as unarchiving (Stuffit: non-free), FTP/SFTP (Fetch: non-free; Fugu seems to be dead) and text editing (in the past, its been BBEdit or nothing) - but thinking about it, these areas are dominated by shareware on the PC too (WinZip, WS-FTP, & I ended up registering UltraEdit).

      I think its improved a lot in recent years: e.g. TextWrangler is a good free text editor; MacFusion/MacFUSE help with file transfer. Plus, if you can put up with X11 interfaces and don't mind waiting for macports/fink to compile stuff from source, most of your favorite GNU/Linux stuff is available. Plus big projects like Eclipse and OpenOffice now seem more enthusiastic about Mac (although NeoOffice still feels more stable than OO for Mac).

      Still waiting for a decent GUI-based archiver with creation/browsing facilities (free or otherwise) though: "The Unarchiver" improves unpacking no end, but isn't really a "WinZip" replacement.

      --
      In a survey of 100 programmers, 111111 thought that duck-typing was a good idea.
    16. Re:Mac users spend more money by Anonymous Coward · · Score: 0

      They say so, but with wxw it looks all wrong and ugly. Qt4 does it better, but you also notice it...always :(

    17. Re:Mac users spend more money by 0100010001010011 · · Score: 2, Interesting

      It's mainly because Mac users don't tolerate crap. When I'm trying to find a free/cheap piece of W32 software I have to wade through 90 clones all which have GUI bugs and or just look like crap in general. (Some gung-ho developer tried to reinvent Windows widgets).

      Most all of the freeware and software I've found for Mac (and use daily) is very consistent. Not only that it all integrates rather well. Almost every client/server connects to each other over Bonjour. Almost everything has the auto-updater library so it checks for updates. Everything uses Growl for notification.

      I don't know how far you're looking back, but TextMate (IMHO) beats BBEdit hands down and has been available for at least 4 years. Cyberduck is an awesome SFTP/FTP/S3/WebDAV client. And as long as something still works, I don't see a need to update or fix it. I remember when I first got involved screen hadn't had an update in over a year, but it worked and was near bullet-proof.

      And Notepad++ is an awesome free W32 text editor.

    18. Re:Mac users spend more money by LWATCDR · · Score: 1

      Have you looked at 7zx? it seems to be 7Zip for the Mac.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    19. Re:Mac users spend more money by fuzzyfuzzyfungus · · Score: 1

      While I'm pretty firmly in the linux camp myself, I must say that there are real advantages to the mac shareware ecosystem vs. the windows freeware one. Both have programs that are worth it and programs that really aren't. The trouble is, a freeware program that really isn't worth it is likely to be some ghastly adware mess(if it isn't an outright trojan) while a shareware program that isn't worth it is just a waste of money.

    20. Re:Mac users spend more money by jythie · · Score: 1

      For the big companies yep, that is completely correct. For small companies that are going to die a slow horrible death as, you are also correct ^_^
       
      Small clever companies however don't do this and can make a nice little profit for themselves if they find a market that is being poorly served.

    21. Re:Mac users spend more money by Fulg · · Score: 3, Interesting

      [...] I have to wade through 90 clones all which have GUI bugs and or just look like crap in general. (Some gung-ho developer tried to reinvent Windows widgets). [Emphasis mine]

      I get what you're saying, but a big pet peeve of mine on OSX is that I see the exact opposite. Sure, almost all of Mac software looks great, but many don't follow consistent usability guidelines and many program options are hidden away. The fact that most dialog boxes cannot be controlled by the keyboard on OSX (by default anyway) is another big issue for me.

      For example, it took me months to find the "Play Song Preview" in iTMS/iTunes because it's not in any app menu or even the right-click context menu; you just have to know to doubleclick the song. In every other Windows app that's not a problem, the bold menu entry is what will happen when you doubleclick; I don't know why this "standard" doesn't apply to OSX.

      Another example, I needed a tool to just crop an image on OSX (splitting a desktop wallpaper in two for spaning multiple monitors). I found ImageWell, which worked fine but has a weird workflow and a non-resizeable interface that forces you to work in a very small preview version of your image!

      Now don't get me wrong, I totally accept that I'm not used to OSX so any difference from W32 annoys me, but I think the point stands anyway.

      Anyway, getting back on topic, developers target the platforms they use. Less marketshare means less developers means less variety. I only use OSX occasionally, so I don't bother developing much for it (I only use the Mac for iPhone development now).

      --
      gcc: no input sig
    22. Re:Mac users spend more money by larry+bagina · · Score: 1

      There's more to being native than just the native widgets or having a global menu bar vs a window menu bar. I use PgAdmin III (wxwidgets based) on a macintosh. It looks native, mostly, but it doesn't feel native.

      --
      Do you even lift?

      These aren't the 'roids you're looking for.

    23. Re:Mac users spend more money by Anonymous Coward · · Score: 0

      Windows has e instead of TextMate.
      Largely similar in terms of functionality.

      http://www.e-texteditor.com/

    24. Re:Mac users spend more money by Eli+Gottlieb · · Score: 1

      April 2008 also saw the PC-edition release of "Assassin's Creed". This made me a happy man.

    25. Re:Mac users spend more money by mrchaotica · · Score: 1

      That's what I said -- search for Free Software.

      --

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

    26. Re:Mac users spend more money by mrchaotica · · Score: 1

      Exactly! For example, the application needs to support Services, Mac keyboard shortcuts, and (here's the biggie) Applescript & Automator. I don't think there's any way to do that without writing Mac-specific code!

      --

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

    27. Re:Mac users spend more money by mrchaotica · · Score: 1

      You use OpenGL for the graphics. SDL is for sound etc., and is fast enough for that.

      --

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

    28. Re:Mac users spend more money by techprophet · · Score: 0

      Mirror's Edge was a big monetary loss for EA, and Spore was received far less enthusiastically than expected. The game that made EA the most money last year? Madden - one of the least innovative series in the industry. And Portal may have helped sell Orange Box, but it never would have stood on its own as a serious revenue generator for Valve.

      Sadly, game companies don't always feel the need to innovate because people are finicky and games cost millions to make. After all, they are businesses, usually with stock holders to answer to.

      That is what free indy games are for. To play around with ideas that no CEO in their right mind would pay you to develop because it's so far out! Flash games are the biggest in this category (free indy games). Although many are just knock-offs of others now.

    29. Re:Mac users spend more money by itsdapead · · Score: 1

      I don't know how far you're looking back,

      Quite a while - I think the "issue" probably dates back to the good ol' Mac OS Classic days and has been improving ever since OS X appeared. Back when you had to pay for development tools and documentation, programmers were possibly less inclined to give away their efforts: film at 11!)

      --
      In a survey of 100 programmers, 111111 thought that duck-typing was a good idea.
    30. Re:Mac users spend more money by Creepy · · Score: 3, Insightful

      First off, I believe FIFA 08 made EA more money than Madden, but maybe you mean in the US.

      Innovation is a high risk, high reward can bring profits - look at the Wii console - the least technically complex, the worst graphics of the major consoles, and the last to market - not to mention it isn't even the cheapest anymore (the XBox 360 cheapest model is under $200), but it dominates the sales charts. Meanwhile, Sony is bleeding money and laying off (and Microsoft is laying off to protect their bottom line).

      However, innovation only sells some of the time - Assassin's Creed was one of the top sellers on PS3 and XBox 360 and had a fair degree of innovation and a fair degree of evolution. Call of Duty 4 was also a top seller on those platforms and was mostly evolution. Why does CoD4 sell? First off, as far as shooters go, it is fairly simple to learn and play. Second, people are familiar with the game and controls from the previous games and there is less learning curve. Finally, the plot/fun factor of the game has been good enough that players don't have burnout (like the Tomb Raider franchise). Sports games benefit from having a head start, which is why they sell well - the buyers are nearly always fans that know the rules from watching sports. FIFA 08 isn't as popular as Madden in the US because the US is much more rabid fans of Football than Soccer, while the world audience is just the opposite. NHL games are probably very popular in Canada and the US, but I bet you could sell more copies of Kangaroo Hunter (yes, I made that up) in Australia than NHL games, even if KH used a 6 year old engine and played like crap).

      What do many Wii games and Portal have in common? They are deceptively simple - easy to learn, but difficult to master. Wii's dumbing down of the controller to 2 buttons means non-hardcore gamers have a basic learning curve of minutes, not hours or days. And they're mostly fun, or at least the few I've played were. Most of the time I'm fighting with the controls with games on the XBox 360 and PS3 and play against people that have used them for years and it tends to be more an exercise in frustration.

    31. Re:Mac users spend more money by jabithew · · Score: 1

      Ah, we're coming up against the biggest lapse in the English language again. I meant software libre, I thought you meant software gratis. Mea culpa.

      --
      All intents and purposes. Not intensive purposes.
    32. Re:Mac users spend more money by rpillala · · Score: 1

      Here is Cringely talking about Apple's behavior generally in June of last year. It bears on what you're saying; you might find it interesting:

      http://www.pbs.org/cringely/pulpit/2008/pulpit_20080613_005065.html

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
    33. Re:Mac users spend more money by Anonymous Coward · · Score: 1, Informative

      Preview can do this, quite simple actually:

      1) Open the image in Preview (duh)
      2) Click the Select tool (Cmd+3 or Tools->Select or the Select icon the Toolbar)
      3) Select the part you want to crop
      4) Crop it (Cmd+K or Tools->Crop)

      Preview can do all sorts of neat stuff along with Automator! e.g. you can convert a crapload of images to a different format and such ;)

    34. Re:Mac users spend more money by trytoguess · · Score: 1

      What kind of games would you consider innovative? Things like Portal and Ico maybe? Please don't take this as a challenge; I really would like to know how you gauge originality.

    35. Re:Mac users spend more money by immcintosh · · Score: 2, Informative

      This may be beside your point, but I would love to be able to pay $50 for TextMate in Linux. It's the only Mac-only app I'm jealous of. Even better, make something with the UI and feature set of TextMate that understands VI commands. I'd be sold.

    36. Re:Mac users spend more money by Kayden · · Score: 1

      I think you're over looking the fact that if they were gamers to begin with, they wouldn't have purchased a Mac, or if they were and did, they'd be using XP.

    37. Re:Mac users spend more money by Anonymous Coward · · Score: 0

      First off, I believe FIFA 08 made EA more money than Madden, but maybe you mean in the US.

      No, Madden sold more. FIFA is only very popular in Europe, where even then sales are split with other titles, like PES. In Japan, Konami's game is more popular.

      And of course, Europe is the #3 market, so even if FIFA was the most popular game there, that wouldn't amount to much overall.

    38. Re:Mac users spend more money by vonFinkelstien · · Score: 1

      My experience is just the opposite. On windows everything is shareware, but Macs get lots of Linux/Unix goodies as open source freeware. Maybe my tastes in (usage of) software are different than yours.

    39. Re:Mac users spend more money by vonFinkelstien · · Score: 1

      I don't think I've every searched for "freeware". It never occurred to me that someone would do that instead of "open source."

    40. Re:Mac users spend more money by aliquis · · Score: 2, Interesting

      We got Mirror's Edge, Spore, and Dead Space, all from EA.

      Thanks to Transgaming creating Cider Windows emulator which EA use to make the games run on macs. It's not real ports, and it's more or less a no brainer for them. Why not release it if someone will buy it even though the resulting product is inferior*?

      * From but running on an emulated layer and because OS X graphics performance probably isn't up to Windows speeds to begin with (and third because macs always tend to come with somewhat mediocre graphics even though you pay premium prices.)

    41. Re:Mac users spend more money by aliquis · · Score: 1

      -but+both :D

    42. Re:Mac users spend more money by aliquis · · Score: 1

      Yeah, on the Amiga aminet hold 30.000+ files, on the mac every small utility cost tens of dollars.

      Thanks for demonoid!

    43. Re:Mac users spend more money by KDR_11k · · Score: 1

      It's funny how they call running with the stampede the safe option when especially the copypasta-style publishers are running up massive losses. Treading the same path makes it hard to leave a mark and you need to do that in order to get sales for YOUR product instead of a competing one and harder marks means needing to spend tons more money on it. Look at the budgets they throw at games to get the graphics up! Some developers have gone broke over that if their game doesn't sell big (recent higher profile ones are Factor 5 (Rogue Squadron series, Lair) and Free Radical (Timesplitters series, Black, Haze), EA also had to do some massive cuts to stop the losses due to increasing develpment costs). Meanwhile controlled change can make a much bigger mark for little money. Of course you gotta know how to do the change so you don't end up with a quirky niche game noone wants but hey, knowing what customers want is the marketing department's purpose, right? Make them do their job rather than just laze around and say "same procedure as every year, James".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    44. Re:Mac users spend more money by KDR_11k · · Score: 1

      And they're coming to consoles now with the download services. There's tons of smaller developers suddently jumping on these opportunities and probably getting way more exposure that way than by just making them for sites with tons of badly made flash games that seem to exist merely to prove Sturgeon's Law.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    45. Re:Mac users spend more money by Aphoxema · · Score: 1

      I survive on hand-me-downs, and just because I don't generally buy my own hardware, I still buy a game now and then, particularly things like Darwinia where they don't fuck with you if you 'pirate' the game first.

      --
      "Most people, I think, don't even know what a rootkit is, so why should they care about it?"
    46. Re:Mac users spend more money by techprophet · · Score: 0

      Yes. My point was big business will not produce the next gen game genres. It will be indie devs.

    47. Re:Mac users spend more money by KDR_11k · · Score: 1

      I disagree. The biggest game changers recently were games like Brain Training (DS), Wii Sports and Wii Fit which are far from indie efforts. Indie games have nice ideas sometimes but they rarely have a lasting impact on gaming. This "casualization" of console gaming is turning the whole market upside down.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    48. Re:Mac users spend more money by techprophet · · Score: 0

      Brain Training had already been done. Sports games are as old as computers and wii fit is a spin off of excercise vids

    49. Re:Mac users spend more money by gobbo · · Score: 1

      I'm not used to OSX so any difference from W32 annoys me, but I think the point stands anyway

      Yes, you're definitely having a switcher itch, but expounding on it isn't helping as it's misinformation. Dialogue boxes that are inaccessible in OS X are not the norm, those are usually ported (e.g. Audacity, grrr) or crappy apps. Try this:

      • esc or cmd-. will get you cancel
      • for "don't save" type cmd-d (or usually just "d")
      • for the default, blue throbbing button hit return or enter
      • full keyboard access is in the --wait for it-- Keyboard & Mouse system preferences (full access turned off by default for little old ladies and technophobic CEO's, eh!)
      • open and save dialogue boxes are tab-key savvy (as are many option screens, like System Preference Panels)
      • buttons and fields with pop-up lists: use the arrow keys (this usually works even without full access turned on)
      • etc.!

      As for gui consistency, OS X is marginally better than all the other platforms, despite all the funky freeware; likewise for searching out options and preferences (usually cmd-, BTW).

      I feel your pain in the particular instance of free image processing apps, however. There are many gimmicky tools that are odd. However, versiontracker.com and MacUpdate.com have good comment sections: rely on them as a starting point. I found Image Tool.app and Image Tricks.app to be pretty good for simple operations; there are many others too.

    50. Re:Mac users spend more money by SanityInAnarchy · · Score: 1

      And open source trumps both.

      That shareware app may well have some ghastly adware mess (or be an outright trojan), plus they've already got your $20 and your credit card number.

      The freeware app, at least you don't have to pay to be fucked over.

      The open source app, on the other hand, if it's crap, it's generally because it's old and abandoned. It's still usually safe to try, and may be possible to fix, depending on how much you want to spend on it (either your time, or hire a developer).

      --
      Don't thank God, thank a doctor!
    51. Re:Mac users spend more money by dangitman · · Score: 1

      That shareware app may well have some ghastly adware mess (or be an outright trojan), plus they've already got your $20 and your credit card number.

      Care to point out any recent Mac shareware where this was the case? Malware and adware is almost non-existent on the Mac platform. If any were to be released, Mac users would know about it from places like Versiontracker, which is where they tend to look for software.

      The Mac software scene is not perfect, but nobody who has any experience with it would deny that it's qualitatively different from the Windows (and Linux) ways. It still feels like there's a community there - like there's some sort of respect between users and developers. There's less of the deceptive bullshit that you get with the Windows scene, and developers seem to have more time for users than the Linux OSS developers - who generally tend to have an attitude of "Oh, you want a new feature or bug fix? Well, write it yourself, and don't bother me!"

      --
      ... and then they built the supercollider.
    52. Re:Mac users spend more money by dangitman · · Score: 1

      They have 30 files? That's impressive.

      --
      ... and then they built the supercollider.
    53. Re:Mac users spend more money by dangitman · · Score: 1

      Well, what's a "gamer"? Not every person who plays games is "hardcore". If you are a Mac user and want to occasionally play a game, you wouldn't want the hassle (and expense) of maintaining a Windows XP install just for something you do occasionally. You'd either buy a game console, or buy the games that are available for your Mac. And that's exactly what millions of users do.

      --
      ... and then they built the supercollider.
    54. Re:Mac users spend more money by Sam36 · · Score: 0

      They are called alligators you insensitive clod!

    55. Re:Mac users spend more money by aliquis · · Score: 1

      In USA maybe ..

    56. Re:Mac users spend more money by KDR_11k · · Score: 2, Interesting

      And? Just because a part of the game has been done before doesn't mean it's not new. Brain training has been limited to boring work-like programs before, sports games consisted of hitting buttons (or adjusting dials if we go really far back) rather than the actual motions and exercise vids are again work-like and not interactive. You can always find a weak relationship to something existing for any new idea (someone jokingly said GTA is like Pac Man except the dots are people). I don't think there's any indie game that couldn't be claimed to be just a clone if you just looked at it with enough abstraction.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    57. Re:Mac users spend more money by sowth · · Score: 1

      Maybe what you said applies to expensive crap wrote to only run on recent expensive hardware targeted at game geeks, but game developers can make money on the masses too. Take the "casual games" market. They probably sell just as much as (if not more) than the "hardcore spend your entire paycheck to keep up" games.

      Plenty of people have older computers and they don't see the point in constantly upgrading nor paying an absurd $60(us) per game. They would buy games as they buy movies and music, if only the game developers would pay attention to them.

    58. Re:Mac users spend more money by Anonymous Coward · · Score: 0

      For example, it took me months to find the "Play Song Preview" in iTMS/iTunes because it's not in any app menu or even the right-click context menu; you just have to know to doubleclick the song. In every other Windows app that's not a problem, the bold menu entry is what will happen when you doubleclick; I don't know why this "standard" doesn't apply to OSX.

      What are you talking about? You can highlight the song and click the big Play button at the top. Sorry, there's no Ctrl-Meta-Bucky-PrtScr-5 shortcut.

    59. Re:Mac users spend more money by Narcogen · · Score: 1

      Another example, I needed a tool to just crop an image on OSX (splitting a desktop wallpaper in two for spaning multiple monitors). I found ImageWell, which worked fine but has a weird workflow and a non-resizeable interface that forces you to work in a very small preview version of your image!

      OS X's default image viewer, Preview, does this. It even uses a standard keystroke, Command-K (the same as photoshop uses) for doing the crop. It also shows that command, and the key shortcut, in the Tools menu.

  2. Cached Copy by rsmith-mac · · Score: 2, Informative

    It seems that the poor blog has been Slashdotted, so here's the Google cache entry for it complete with graphics.

  3. Who'd have thought it? by kazade84 · · Score: 2, Funny

    Targeting a larger audience results in more sales. Who'd have guessed? :p

    1. Re:Who'd have thought it? by blakedev · · Score: 1

      I don't know, it's like it makes sense or something.

      --
      QamuIs Heg qaq law' lorvIs yInqaq puS
    2. Re:Who'd have thought it? by Daengbo · · Score: 2, Informative

      Really, his point was that targeting platforms with small market share give you a lot more exposure and increases sales in other, more popular platforms due to that exposure.

      I don't think you would have guessed that.

    3. Re:Who'd have thought it? by Anonymous Coward · · Score: 0

      Really, his point was that targeting platforms with small market share give you a lot more exposure and increases sales in other, more popular platforms due to that exposure.

      I don't think you would have guessed that.

      FWIW, I don't think he proved it, or even offered evidence of it, either.

      Could be, but who knows? All we know for sure is that Mac users are apparently a lot more willing to shell out for games than PC users (I've seen this confirmed on many cross platform games, so I have no reason to doubt that it applies somewhat generally).

    4. Re:Who'd have thought it? by Anonymous+Conrad · · Score: 1

      Targeting a larger audience results in more sales. Who'd have guessed? :p

      But at the cost of porting then testing and supporting three separate releases. TFA doesn't address the cost of that, and tripling your testing along must be huge.

      Sure, it worked for him, he got a huge volume of Mac sales, but that doesn't mean the numbers will work for everyone.

    5. Re:Who'd have thought it? by Anonymous Coward · · Score: 0

      > But at the cost of porting then testing and supporting three separate releases.

      Don't port, write portable using libraries that were made for that purpose.

      Majority of the bugs in portable software affect all platforms, so testing and supporting is not that big issue, if you just write portable code. If you write 3 versions, then it is a lot of work.

      There is also advantage of testing on different platforms, you can find bugs more easily. Some bugs are instantly visible (e.g. code won't even compile) on some platforms and cause only hidden damage on other platforms.

    6. Re:Who'd have thought it? by rohan972 · · Score: 1

      TFA doesn't address the cost of that, and tripling your testing along must be huge.

      Your /. post testing process failed. Are you underfunding your testing department?

    7. Re:Who'd have thought it? by Anonymous+Conrad · · Score: 1

      Don't port, write portable using libraries that were made for that purpose.

      In an ideal world, sure, but it doesn't usually work like that. Portable libraries, where they exist, don't always have all the function you need. They don't always expose everything in a completely platform neutral way e.g. because the hardware drivers underneath have subtle differences in the way they handle things. They sometimes have bugs themselves. etc. (I'll concede I haven't done this for games but I have written more mundane apps portably.)

      Bottom line: you can't assume something will work unless you explicitly test it. Sure, testing one platform will catch common bugs but you still have to playtest the game thoroughly on all platforms after you've fixed the common bugs.

      Some bugs are instantly visible (e.g. code won't even compile) on some platforms and cause only hidden damage on other platforms.

      Now hang on a minute - that'd only be true if you're using different compilers on each platform and that isn't something you can take lightly. Even switching between different versions of the same compiler can be a significant porting effort - you can't just assume your code will compile and work on three separate compilers for free.

    8. Re:Who'd have thought it? by Anonymous+Conrad · · Score: 1

      Your /. post testing process failed. Are you underfunding your testing department?

      No. But I don't waste their time proofreading my /. posts either :-p.

    9. Re:Who'd have thought it? by Computershack · · Score: 2, Insightful

      Probably because it's bullshit.

      --
      I only please one person per day. Today is not your day. Tomorrow isn't looking good either. - Scott Adams
    10. Re:Who'd have thought it? by geminidomino · · Score: 1

      Don't port, write portable using libraries that were made for that purpose.

      In an ideal world, sure, but it doesn't usually work like that. Portable libraries, where they exist, don't always have all the function you need. They don't always expose everything in a completely platform neutral way e.g. because the hardware drivers underneath have subtle differences in the way they handle things. They sometimes have bugs themselves. etc.

      Then write it yourself. Sure, it's a big expensive job, but if your goal is to become an established development house, rather than "Strike big with one game and sell out to EA", then you can amortize the development cost over every subsequent game you develop. Not to mention licensing it out to other dev houses to recoup some of those costs, a la Unreal Engine (how many games was that used for?) etc...

    11. Re:Who'd have thought it? by tepples · · Score: 1

      if your goal is to become an established development house, rather than "Strike big with one game and sell out to EA", then you can amortize the development cost over every subsequent game you develop.

      It's not possible to amortize all maintenance when platforms change under your feet every year or two. Apple releases a new version of Mac OS X, Microsoft releases a new version of Windows, Canonical releases a new version of Ubuntu, new PC video cards come with new OpenGL extensions, Nintendo releases a new console or major firmware update, Sony releases a new console or major firmware update, Microsoft releases a new console or major firmware update, etc.

    12. Re:Who'd have thought it? by archen · · Score: 1

      But not necessarily more profit. If I have a pizza delivery company in NY, I could start selling to people in Kansas. However my delivery costs going to a few people in Kansas will more than eat up my profits. It's justifying the extra cost that's the sticking point.

    13. Re:Who'd have thought it? by T-Ranger · · Score: 1

      All the more reason to write your software in a portable way. Even if you only care about one platform today, that platform will change over time.

    14. Re:Who'd have thought it? by jythie · · Score: 1

      Software companies already add all sorts of high-cost features for small sections of their market. It's called 'marquee value' and it can eat HUGE chunks of d development budget.

      A classic example would be on-line play (StarDock had an exelent article about this). It's used by a small percentage of the users, but increases the cost of production and testing significantly (not to mention it usually requires crippling the single player version in order to keep the UIs consistent, see Merc2 as an example). But you include it anyway because it looks good on the box and reviewers care about it.
       
      I can recall one product I worked on, we figured out that only 1% of our users actually used the network features of our game, but supporting it easily took up 20% of our development time and potentially 30-40% of our testing time.

    15. Re:Who'd have thought it? by 99BottlesOfBeerInMyF · · Score: 1

      Targeting a larger audience results in more sales. Who'd have guessed? :p

      But at the cost of porting then testing and supporting three separate releases. TFA doesn't address the cost of that, and tripling your testing along must be huge.

      Actually, in this case he showed doubling the supported platforms more than doubled sales, so even assuming your assumption was true, it would be worth it. But let's look at your assumptions. To triple the cost of testing you'd basically need to have no shared code between the ports. In my experience using portable code and testing on multiple platforms makes QA cheaper by a huge margin while making development a little more expensive. You often find a bug on one platform where it is obvious, but it is almost always also a bug on other platforms, but just a less obvious one. A lot more bugs fall into the 'low hanging fruit" category for discovery.

      Sure, it worked for him, he got a huge volume of Mac sales, but that doesn't mean the numbers will work for everyone.

      True, but then it doesn't mean it won't work for a large percentage of game developers. Look at the top five or ten top selling PC games of all time. Notice anything interesting, like a large number of them fall into the relatively small subset of games that had simultaneous Mac and PC releases?

      The original premise was that developing your games to target multiple platforms can yield sales disproportionate to the market share of the added platform(s) and this is a pretty well understood concept in the professional game industry and is exploited by developers that aren't working on their first big game, aren't owned by Microsoft, and didn't lock themselves and their code base into Windows only technologies. The only novelty here is showing that it works for smaller games as well.

      Of course anyone who played networked games in a university setting could have told you the same thing. Sure all twenty of us could all buy the PC only game, but two of us have Macs and one of those two is the hot girl that's into gaming. Gee what a tough choice. Thus, 10% of the OS market share translates into ten times as much influence on the purchasing decision. It's not just selling to the small market share. It's selling to everyone with an interest in interoperating with that market share.

  4. Fill in the numbers: by krischik · · Score: 3, Interesting

    Targeting a 5 .. 10% larger audience lead to ~122% more sales.

    Now, I would still have guessed (including the leverage) it but that does not go for everybody.

    1. Re:Fill in the numbers: by KDR_11k · · Score: 1

      A question is if that applies to every game or just small indie games. An indie game has no way to get known other than word of mouth but a commercial game will mostly get its publicity from advertising and such so the effect might be way lower.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  5. Summary of TFA by Kuroji · · Score: 0, Flamebait

    'Because I said so and I know I'm right. If you don't agree with me you're an idiot for caring more about the 89% of PC users who aren't using a Mac or Linux.'

    1. Re:Summary of TFA by Anonymous Coward · · Score: 1, Insightful

      'Because I said so and I know I'm right. If you don't agree with me you're an idiot for caring more about the 89% of PC users who aren't using a Mac or Linux.'

      I don't remember him suggesting that one neglect Windows users, rather simply that one should refrain from neglecting non-Windows users

    2. Re:Summary of TFA by Hecatonchires · · Score: 3, Funny

      Your reasoned commentary singles you out from the herd. Stupid zebra, you're crocodile bait now.

      --

      Yay me!

    3. Re:Summary of TFA by Sobrique · · Score: 1
      The problem isn't one of how many more sales you get, but one of how many more sales you get in return for the extra time/effort you spend building in portability.

      I mean, Windows is the safe bet. Linux/Mac... well, you _will_ get some more sales - some will be dual booting, but some won't. But that's not the issue - what is the issue is how much it'll cost you in additional effort to do a Mac/Linux release - it's pretty much guaranteed there will be _some_ code tweaking needed, and _some_ additional bugs/support requirements. So it comes down to a question of whether the market is big enough to make that worthwhile, given that ... well, at the very least Linux users tend to be tech savvy enough to dual boot.

      I think that it's getting there - there's gradually getting to be a large enough market of people prepared to pay money for their stuff, that it's worth it. Which I guess would be the point of the article.

    4. Re:Summary of TFA by falcon5768 · · Score: 1

      well one of the biggest issues now is what I call Lazy coders. Programers who instead of taking the time to learn languages easily ported subscribe to the windows way of doing things and thus are out of their element when it comes to portable code for OS X/Linux.

      --

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

    5. Re:Summary of TFA by Anonymous Coward · · Score: 0

      Stupid zebra, you're crocodile bait now.

      I'm I the only one who wants this to become a meme? How does one go about starting a meme anyway?

  6. Blizzard by incripshin · · Score: 4, Interesting

    Why, this is the perfect place to advertise the Linux Installers for Blizzard Products Petition! I believe that if Blizzard supported Linux for its upcoming titles, it would change Linux gaming forever.

    1. Re:Blizzard by Kalriath · · Score: 3, Insightful

      Why? No one takes online petitions seriously, it's just a waste of time. Besides, it aint "only fair" that Linux be supported - what's that shit about?

      For now, the games work fine under WINE (which is more than can be said for anything EA), isn't that enough for now? If you want to see game companies developing natively for *nix, get more people using it. The developers will follow, seriously.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    2. Re:Blizzard by powerspike · · Score: 1

      yes that is true. But as a business, they look at it and think, if we support linux, it will be done as a lose. Unless you can show that they'll make a decent profit (not just a small one) they are very unlikey to support anything.

      as a linux system's admin, i wouldn't wise development of something like a large scale gaming client like that on any one.

    3. Re:Blizzard by Daengbo · · Score: 1

      Getting a supported version of the game with a Wine wrapper would be a step in the right direction. Anything is better than "If you can make it work, then I won't or might not sue you or break it with a patch," which is what we've got now.

    4. Re:Blizzard by Anonymous Coward · · Score: 0

      ...why? Wine runs them decently (there are some bugs as you can read there. Nothing that couldn't be fixed with a bit more developer resources) well as it is. If those aren't good enough, there is always Cedega...

    5. Re:Blizzard by mstroeck · · Score: 1, Insightful

      I actually prefer it the way it is. Keeps the WINE developers on their toes - and that's way more important than having native WoW.

    6. Re:Blizzard by alabandit · · Score: 1

      if i had mod point i would mode this up

      --
      "You are still innocent until proven guilty. What's changed is what they do to innocent people." by notnAP (846325)
    7. Re:Blizzard by Anonymous Coward · · Score: 0

      Actually I started a petition to get Epic to release the final Unreal patch that they thought we had forgot about.

      They saw the petition and released the final patch.

      Most online petitions fail because little effort is put into them and people don't do enough to get their petition some publicity.

      Of course some poorly worded petition written by some 12 year old and posted on one message board won't do anything.

    8. Re:Blizzard by Anonymous Coward · · Score: 0

      Hi, my name is WINE and I play games in Linux.

      Why, with this out, would any developer waste time and money developing for specifically for an OS that can already run their software?

    9. Re:Blizzard by nappingcracker · · Score: 1
      While I can't comment on how companies take online petitions, I do think that many of the big players have been keeping an eye on Linux as a platform to develop for. As others have said - wider audience = more chance for sales.

      I think that there is another shift that is happening, and has already happened for Mac users - the idea of supporting ideals with purchases. Apple has sold the idea of - pay for our quality, get a quality of life improvement. While I don't support that idea specifically (I like Apple's design, but don't support the company) I think that the trends of "Green" and "Healthy" and "Not Evil" are starting to move into the computer realm.

      I don't think it's enough that games work in WINE, it's a company statement -- "We support your choice, we are cross platform". It's a win / win, and I support (with money) companies that take steps to have their software and hardware cross platform compatible. Most recently I started playing Savage 2 which was released for free; after playing a few days, I purchased the Prime account to give them some support.>br>
      I, like others, have started to support my ideals with my money. I realized a few years ago that you have to "vote" with money, and now a year ago I realized that my support of companies that have green practices, of organic and local farms, of companies that make clear public statements in favor of human rights made me a hypocrite if I did not support the companies that encouraged cross platform choice. I use linux as my sole OS now, buy RoHS complient electronics, and vote for technology that supports my ideals.

      All this rant is really just to say that the trend is here, and companies should make an effort to make their current platform OS independent, or make their next engine or platform OS independent.

      If you want to see game companies developing natively for *nix, get more people using it. The developers will follow, seriously.

      Hasn't that been the chicken and egg / catch 22 problem since the year of linux? It's a terrible stance for developers to take. Think about it (here it comes) - how would that work with religion? Convert for support? Get more followers, then we'll pay attention? Change other's minds, and we like you, nuts to you if you don't. I guess it works that way already, and it's caused a mess. Why not take a stance of: we're accepting of your choice. Inclusive vs exclusive.

      --
      |plastic....or gasoline?|
    10. Re:Blizzard by incripshin · · Score: 1

      Well for one thing, you can't use Battle.net in Starcraft. I haven't tried the other games. And it's certainly true that the more signatures the petition gets, the more likely Blizzard will do something about it. Still, it is a a slim chance even with a lot of signatures.

    11. Re:Blizzard by Hatta · · Score: 1

      For now, the games work fine under WINE (which is more than can be said for anything EA), isn't that enough for now?

      If they package the game with its own, known to be compatible version of wine that's already configured to work out of the box, then sure that's fine with me. Wine is just another API. As a user I don't care whether my software uses Wine or if it uses SDL. I don't want to have to fiddle with it to make it work though, and I don't want it interfering with my system Wine.

      --
      Give me Classic Slashdot or give me death!
    12. Re:Blizzard by Anonymous Coward · · Score: 0

      EA's Warhammer Online runs just fine under Wine, as do many of its offline games.

      And Guild Wars runs much better than WoW does on Wine.

      Blizzard is not doing anything special for Linux users. That's why they ("mistakenly") banned them all not that long ago. I guess you WoW fanboys forgot all that in your rush to praise Blizzard yet again.

    13. Re:Blizzard by Anonymous Coward · · Score: 0

      Why, this is the perfect place to advertise the Linux Installers for Blizzard Products Petition! I believe that if Blizzard supported Linux for its upcoming titles, it would change Linux gaming forever.

      I have a windows box only for games.....everything else is Linux.....wife has a mac.

      GIVE ME LINUX GAMES!

  7. Wow by Anonymous Coward · · Score: 0

    A game with an anthropomorphic bunny in the lead sells extremely well on Linux..
    I feel strangely offended

    1. Re:Wow by Daengbo · · Score: 1
      • Linux sales: 5%
      • Windows sales: 45%
      • Mac sales: 50%

      Apparently, Mac-heads are crazy for bunnies.

  8. Re:B===D by Paladin_Krone · · Score: 0

    I find this ironically on-topic...

  9. Point by point, they all look like point #1 by Daengbo · · Score: 1, Redundant

    I RTFA, and I got a feeling of deja vu after point #1.

    1. It's good to be a big fish in a small pond

      This is obviously true. World of Padman and Wesnoth get articles on Linux sites all the time. Even though these titles are available on Windows, no Windows sites cover them. The reason? There's probably way too much Windows game competition at that quality level.

    2. More platforms means more opportunities

      I don't see how this is actually any different than point #1. I'm certainly happy for his fortune in getting on Digg FP three times for the same game. If he had made a single-platform game, though, he wouldn't have gotten that exposure due to the #1 effect.

    3. Vocal minorities

      Again, I see this as an extension of point #1. He got mentioned on Slashdot because of the Linux build, and got Windows and Mac traffic from Slashdot. If there had been a lot of commercial Linux games, though, he wouldn't have gotten the mention on Slashdot because of ... Point #1.

    4. You can't choose your evangelists

      OK, I'll give this one to him as not related to #1. He believes that Mac-heads are cultists, and I'm not arguing. j/k ;)

  10. OGL vs DirectX by im_thatoneguy · · Score: 2, Insightful

    I think it's pretty simple.

    Developers like DirectX.

    Developers who develop DirectX Products don't always feel the desire to maintain a DirectX and OGL render pipeline.

    Apple 3D Card selection have been historically pretty worthless. Linux is infamous for its 3D Card support.

    So not only do developers need an openGL renderer but they also have to develop for a less refined driver base.

    1. Re:OGL vs DirectX by Anonymous Coward · · Score: 0

      ET:QW worked fine for me with the ATI (proprietary) driver.

    2. Re:OGL vs DirectX by kazade84 · · Score: 4, Insightful

      DirectX forms a very small part of any well designed game. Everything would be abstracted for portability, you think the PS3 supports DX?

      Let's just go through the thought process of porting a game that supports Windows to Linux MacOSX, starting from a DX only codebase.

      It would be trivial to support OpenGL as a 2nd renderer as well as D3D because, as I said, games are designed for portability, but as you pointed out that's more maintenance.

      But then why keep D3D? OpenGL is portable and runs on Linux, Windows and OSX so the logical decision would be to ONLY support OpenGL, suddenly the game becomes more portable.

      Then there are the other things that DirectX does that need to be duplicated for other platforms, for example input, sound etc. The logical choice would be to use, I dunno, some libraries that already took care of the work, like SDL (windowing, input and events) and OpenAL (sound).

      But wait. If you use SDL + OpenAL then suddenly the game runs on all platforms... then what's the point of a DX version?

      The point I'm getting at is if a game developer wanted to support the 3 main PC platforms they could do with the same amount of development work. The reasons they don't are:

      1. They already have a whole DX tool chain built on Windows and with the blessing of Microsoft. It is a risk for them to change their whole process, what if it doesn't pay off?

      2. There WILL be more testing required. Chances are things would work the same as all platforms but they'd still have to test that.

      There are of course some advantages to writing for more platforms:

      1. Compiling your code with more than one compiler is good practice because it flags up bad code that your original compiler allowed erroneously

      2. Parts of the code that aren't abstract enough will be flagged up pretty quickly.

      Anyway I'm waffling. The point is, the studios won't change until the increase in market share makes up for the change in their development processes.

    3. Re:OGL vs DirectX by Anonymous Coward · · Score: 0

      You do realize that OGL runs on Linux right? Not to mention the non Microsoft consoles. I'd say if you are going to do it right then write it with the intention of release on Windows, OS X, Linux, PS3 and Wii, preferably simultaneously.

      There really is no reason that they can't do it, especially with companies like Blizzard having had Mac and Windows support for years on the same disc and companies like Epic that have ported the Doom, Quake, Unreal Tournament(Sans 3) and Wolfenstein titles to all the major desktop OSs as well as most of the consoles that where out at the time of release.

      Since OGL is also open source so long as you have the drivers and hardware grunt theres no reason you can't use Windows 98 to run a game using OGL3.0.

      In reality its the game makers not seeing the forest for the trees, since while some markets are small you should always target the largest aggregate of potential customers.

      So again, why not use OGL when it means you can have an easy time porting your game to everything but the 360? Something tells me the number of sales you get from supporting everything else makes up for it.

    4. Re:OGL vs DirectX by Daengbo · · Score: 2, Interesting

      I was looking for a coding rant I read in the summer about SDL and audio insufficiencies so that I could point you to it, but you'll have to settle for what I found instead. Take a look at this ... and I found what I was looking for. Make sure to read the comments on Braid for the real info. A Loki programmer even says SDL isinadequate for audio.

    5. Re:OGL vs DirectX by SanityInAnarchy · · Score: 2, Insightful

      Developers like DirectX.

      Not all developers. In fact, historically, there's the classic Carmack attack on DirectX. There was certainly a period of time for which OpenGL was faster.

      Apple 3D Card selection have been historically pretty worthless. Linux is infamous for its 3D Card support.

      Neither of which matters -- if your game only runs on the very latest, $500 worth of SLI goodness, with more RAM on the video card than a computer had two years ago, you're targeting a much smaller audience than Linux or OS X users.

      Your pipeline should be able to scale, both up and down, especially if you intend to use that engine for other games in the future. And, looking up, this is another point in favor of OpenGL -- DirectX 10 currently runs on exactly one platform (Vista), which is perhaps the most universally hated platform since Windows ME, maybe even Microsoft Bob. Even if you're only going to be targeting older versions of Windows, with OpenGL, it's up to the manufacturers, and they tend to keep at least 2K and XP up to date with GL support.

      The other funny part of this is that Linux video support actually has more working than OS X, as far as I can tell -- SLI on nvidia, for example.

      So not only do developers need an openGL renderer but they also have to develop for a less refined driver base.

      Once they've got an OpenGL renderer, I'll argue that they don't need a DirectX one. And you need a less refined driver base anyway, unless you force everyone to upgrade to Vista + SLI/Crossfire + OMGULTRABBQ 3000 PCI-EXPRESS.

      --
      Don't thank God, thank a doctor!
    6. Re:OGL vs DirectX by kazade84 · · Score: 2, Informative

      Both those articles don't relate to what I said..

      1. SDL doesn't have text functions, but in that discussion they are talking about using SDL without OpenGL. 3D games wouldn't be using the 2D blitting abilities of SDL so the point is irrelevant when OpenGL is being used. Now you could point out that DX on Windows has outline fonts and bitmap fonts, but then there are plenty of FreeType based OpenGL font libraries out there.

      2. As I said, use OpenAL for sound, I never suggested SDL for audio, AT ALL. I don't even think it supports 3D positional sound.

    7. Re:OGL vs DirectX by Daengbo · · Score: 0, Offtopic

      Not trying to argue a point. I'm not a programmer and can't make any valid comments. I just thought you might be interested in the Braid programmer's problems WRT programming on Linux since you seemed knowledgeable on the subject.

    8. Re:OGL vs DirectX by kazade84 · · Score: 1

      hehe, OK sorry if I came across abrupt at all. I am indeed interested ;)

    9. Re:OGL vs DirectX by musikit · · Score: 1

      im late on the game on this reply but i can give you a little heads up on this...

      first as far as i can tell mac only supports openal 1.0. when ever other platform including the xbox supports at least 1.1 and most likely 1.2. i dont know whats going on there but i digress...

      so in order to port anything to mac sound wise you will need to port your audio interface to core audio. which most people do not like to do because of the horrible developer documentation/examples given to people by apple.

      2nd input polling.... MS has 3 different ways of getting input into a DX application. 1. Win32 WM_ messages. 2. GetAsyncKeyState 3. DInput polling.

      from my experiences Win32 isnt fesible as the system could be slowing down the message pump. i dont really know why it does it but its wierd. plus it adds a random event which needs to be responded to or ignored now. not when your ready to process input. GetAsyncKeyState is flakey and some virus scanners dont like it. they uses it as a heuristic to detect your program as a "keylogger" not that using getasynckeystate will get you flagged but it increases your score. so DInput is left. with some nice options and the ability to poll input when im ready for it. it is very easy to manage.

      on the mac side it seems like there are 3 options for input. 1. SDL which is nice but has a win32 type interface. 2. Cocoa events which again has a win32 type interface and requires the main window to be in objective-C which to alot of developers isnt fun. and 3. cocoa window manager input traps. which require root access as far as i can tell.

      ohh and lets not forget about debugging tools. DX has this nice tool that lets you run your program as normal and it'll log all the DX calls you make in series and log them out. this requires no additional logging by your code. MSVC also has this very nice debugging interface that lets me easily change the program's current line of code, view memory and set breakpoints, and watch variables. while GDB can do all this for you, it is a text interface which can be annoying and the mac GUI front end to gdb seems to be what i call a window spawner. where the MS tools are all in one window with various tabs. the mac tools open every little thing in a seperate window which can be very annoying.

      opengl. this is where i will be unable to comment as it seems apple is doing a good job supporting opengl however i dont keep track of this enough to say which version of opengl they are using versus what version linux is currently using.

      windowing systems. MS has one. Win32. mac has 2. Carbon and Cocoa. linux has like 20. exageration but you get the point. so if im a game developer do i chose KDE or gnome. and while im sure most linux people have one installed and running the libs for the other installer you are still gonna get that one kid who posts on your forums. WTF i dont run KDE or have it installed why do i need to install KDE to run your game why cant you have a gnome port. creating non-constructive input into your user feedback system.

      i loves mac. if you could check the log youd see im posting from one. all i own are macs and nintendo gaming consoles. and i do wish more people would port their games to mac/linux so macs/linux gets larger. however your then gonna end up supporting 6 platforms. win32, win64, mac32, mac64, linux32, linux64. which is a large amount of development work for a small amount of gain.

    10. Re:OGL vs DirectX by Daengbo · · Score: 0, Flamebait

      Not your fault. I wasn't clear, and everything on Slashdot is an argument unless stated otherwise. ;)

    11. Re:OGL vs DirectX by Anonymous Coward · · Score: 0

      On Windowing sytems in Linux, for a game developer I would think it matters little. In terms of GUI elements, most games roll their own anyway. In terms of dealing with full screen, they support the same flags and SDL abstracts it away anyway.

    12. Re:OGL vs DirectX by alabandit · · Score: 1

      i will not argue the rest of your points but max supports opengl 2.1 http://developer.apple.com/graphicsimaging/opengl/capabilities/index.html depending on your card of cause.

      --
      "You are still innocent until proven guilty. What's changed is what they do to innocent people." by notnAP (846325)
    13. Re:OGL vs DirectX by TheRaven64 · · Score: 2, Informative

      first as far as i can tell mac only supports openal 1.0. when ever other platform including the xbox supports at least 1.1 and most likely 1.2.

      OS X has supported OpenAL 1.2 since OS X 10.4.

      --
      I am TheRaven on Soylent News
    14. Re:OGL vs DirectX by JasterBobaMereel · · Score: 1

      Games developers need to make their games work on Windows first ... ...There is so much anti-copying and DRM on most games nowadays getting them to work on the platform they were designed for is a nightmare ....

      Several Games houses have said that there is (as always) so much copying going on on Windows that they might not support it anymore and just target consoles .... getting them to write fore Linux is a total non-starter ...

      --
      Puteulanus fenestra mortis
    15. Re:OGL vs DirectX by Anonymous Coward · · Score: 0

      NO they do not need to get it to work on Windows first.

      They need to get it to work cross platform in first try.

      If you make something to work on Windows, and don't think about other platforms. Then it's a hell to re-write all of it to work cross-platform, becouse then some programmer used a few Windows only calls or something like that.

      Start out by making it cross-platform.
      It will save a lot of time in the end.
      But yes you can't use you Windows only / hardcore DirectX programmers. They need to lear to program to other then Windows, or you need to hire some that can more then windows

    16. Re:OGL vs DirectX by twowoot4u · · Score: 1

      Neither of which matters -- if your game only runs on the very latest, $500 worth of SLI goodness, with more RAM on the video card than a computer had two years ago, you're targeting a much smaller audience than Linux or OS X users.

      You missed the part about the interweb media ONLY covering those titles that have the biggest wow factor and can only (sometimes) run on the latest and greatest card, even if the gameplay actually is subpar at best.

    17. Re:OGL vs DirectX by Anonymous Coward · · Score: 0

      Whether you need an OpenGL and a Direct3D renderer depends on your game, and target audience.

      Intel's support for OpenGL on Windows absolutely sucks for games. It's slower than D3D, doesn't expose many features that are exposed through D3D, and lacks many common extensions. In contrast, the same hardware running Mac OS X or Linux supports all the hardware features, and is much faster.

      Basically, if you care about supporting Intel hardware, you need a D3D rendering path on Windows. Large scale commercial games don't care - they just go for the 20% that have a recent ATI or nVidia card. Indie games can't afford to miss out on the 50% of potential customers who have Intel hardware, so supporting Intel graphics hardware is pretty much mandatory.

      OpenGL everywhere else is fine. ATI and nVidia provide good OpenGL implementations for Windows and Linux, Apple provides their own OpenGL implementation for everything, and Intel drivers on Linux use Mesa (which isn't great, but it's still better than Intel's OpenGL on Windows).

      One other wrinkle - if a user hasn't installed drivers from the hardware manufacturer, they won't have OpenGL support at all, even on ATI or nVidia hardware. Microsoft ship drivers on the Windows install discs that only support Direct3D, and many users don't bother (or even know how to) updating their drivers. I think the drivers distributed through Windows Update have the same problem, but don't hold me to it.

    18. Re:OGL vs DirectX by Kjella · · Score: 1

      Not all developers. In fact, historically, there's the classic Carmack attack on DirectX. There was certainly a period of time for which OpenGL was faster.

      I'm sorry, but Carmack's rant from 1996(!) has about as much relevance as Win95 vs Gnome 1.0 vs KDE 1.0 in a modern discussion of Vista vs Gnome vs KDE. Everything that was even remotely relvant has been changed many times over already. In modern times it's mostly been DirectX, DirectX, DirectX - I think pretty much all of my 3D-intensive games use it. What's sad is that usually the pure D3D parts are well emulated by WINE, it's usually other parts that lead to crashes.

      --
      Live today, because you never know what tomorrow brings
    19. Re:OGL vs DirectX by Anonymous Coward · · Score: 0

      The truth is, OpenGL pales in comparison to DirectX. Especially now with DX 11 on the way, and GL 3.0 abandoned. For once, Microsoft is actually doing a bang-up job with WDDM, WARP, etc.

      Besides, Microsoft works hard to keep graphics card manufacturers compatible. OpenGL support has been suffering for years on ATI cards.

    20. Re:OGL vs DirectX by Anonymous Coward · · Score: 0

      Obviously you don't program graphics much. OpenGL is garbage. They just released a new major revision of OpenGL, promising all the bells and whistles to finally make it competitive again. And it came with.... nothing. Nothing they promised. DirectX is the winner, hands down. Game Over. Trust me, if you think you know better than the tens of thousands of game developers who all STRONGLY prefer DirectX over OpenGL, then you're either in denial, or just very naive. Most graphics programmers I know won't touch OpenGL anymore.

    21. Re:OGL vs DirectX by Actually,+I+do+RTFA · · Score: 1

      Neither of which matters -- if your game only runs on the very latest, $500 worth of SLI goodness, with more RAM on the video card than a computer had two years ago, you're targeting a much smaller audience than Linux or OS X users.

      Those are the people who spend money on games. If people are serious about gaming, they can at least dual boot into Windows, and have massive cards/RAM/etc. If people aren't serious about gaming, they are less likely to buy new games. Also, they're more likely to pirate games, because the other people have already proven themselves willing to dump quite a bit of cash to play.

      MMOs cater to a market that is hardcore in a different way, so they are the exception.

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    22. Re:OGL vs DirectX by Anonymous Coward · · Score: 0

      I used to port PC games to the Macintosh (Homeworld 2, Star Wars: Battlefront, The Incredibles). You're vastly underestimating the amount of effort required to get something up and running on a Mac. It takes a team of about 4 people (working 40-60 hour weeks) about 18 months to port a decent sized game to the Mac. And we were a specialized PC -> Mac porting studio.

      Some issues you haven't mentioned or glossed over:
      -Endianess, not too much of a problem anymore but if you want to target the whole Mac market you have to byte-swap every single data structure you load from disk.
      -DirectX and OpenGL are different enough to make converting from one to another a several-month task, we ended up writing a DirextX -> OpenGL wrapper to make the task more automatable
      -Only supporting OpenGL is laughable, OpenGL has lagged way behind Direct3D for a long time, isn't supported on the 360 or Wii, and is never used on the PS3
      -NVidia and ATI don't make their Mac drivers a priority so there are dozens of driver bugs that have to be worked around
      -Audio programming on the Mac is a nightmare, the Mac audio system is poorly designed for game programming and documentation is sparse and sometimes wrong
      -OpenAL is not a solution, every release we tried had random crash issues and we ended up selecting the build that "crashed less than the others"
      -Obscure issues like float precision differences in the CPUs that can cause random NANs that simply didn't exist on the PC version
      -Mac video drivers are tied to operating system versions, so it's not a matter of simply including the latest drivers, you need to test on OSX 10.3 10.4 10.5 etc...
      -Which brings me to the last point, testing. Because of the huge number of Mac specific issues you need a large dedicated Mac testing facility with all the different types of hardware/software combinations

    23. Re:OGL vs DirectX by mr_mischief · · Score: 1

      I might recommend something crazy like writing games for Linux on x86 and shipping them with a VM disk image of the preferred setup. New games could install themselves into the same image if they use the same libraries to keep disk bloat down. This way, Windows and Mac users could all play the same Linux version of the game so long as they have a compatible virtual machine package like, say, VMWare Desktop, VirtualBox, or Parallels. Linux users wouldn't need a VM at all.

      I'll point out that technically which OS ran in the VM wouldn't matter with this setup. Since Linux can generally be shipped without paying hundreds of dollars in licensing fees, though, it's the only feasible choice.

      As native hardware support gets better under the virtualization systems, the games would perform better on the non-native platforms. It's win-win. The portability stack under the game is being maintained elsewhere, and games make for interesting testing material.

      Like I said, though, it's crazy talk. Why would anyone put any stock in virtualization as a portability method? ;-)

    24. Re:OGL vs DirectX by immcintosh · · Score: 1

      Not all developers. In fact, historically, there's the classic Carmack attack on DirectX. There was certainly a period of time for which OpenGL was faster.

      To be fair, Direct3D was something of a joke when that attack came out. That was back when you had to use "execute buffers" for everything, and Direct3D was an absolute usability nightmare compared to OpenGL. To be perfectly honest, the tables have turned and it's OpenGL that's now lagging behind. That's only from the perspective of making video games. I'd still much rather use OpenGL to write a CAD program, for example.

    25. Re:OGL vs DirectX by Nurgled · · Score: 1

      What do they do when they need to target the Playstation 3? (Not trolling. Genuinely interested.)

    26. Re:OGL vs DirectX by ozphx · · Score: 1

      Carmack's 1996 rant has very little relevance.

      Especially when in 2007 he said:

      DX9 is really quite a good API level. Even with the D3D side of things, where I know I have a long history of people thinking I'm antagonistic against it. Microsoft has done a very, very good job of sensibly evolving it at each stepâ"they're not worried about breaking backwards compatibility - and it's a pretty clean API. I especially like the work I'm doing on the 360, and it's probably the best graphics API as far as a sensibly designed thing that I've worked with.

      --
      3laws: No freebies, no backsies, GTFO.
    27. Re:OGL vs DirectX by SanityInAnarchy · · Score: 1

      Those are the people who spend money on games.

      Yes, all five of them.

      Pop quiz, what are the minimum requirements for the most popular PC game ever?

      Answer: XP, half a gig of RAM, and a Radeon 7200 or Geforce 2. Oh, and it works on Macs, too.

      The definition of "people who spend money on games" is changing. I'd much rather get 50% of a demographic of thousands than 100% of a demographic of hundreds.

      Also, they're more likely to pirate games, because the other people have already proven themselves willing to dump quite a bit of cash to play.

      Well, hardware can't be pirated. To the pirate, it might be as simple as a choice between a $500 video card or legitimately buying ten games.

      MMOs cater to a market that is hardcore in a different way, so they are the exception.

      And I suppose Wii Fit is also an exception?

      Targeting only the "hardcore" is broken economics.

      --
      Don't thank God, thank a doctor!
    28. Re:OGL vs DirectX by SanityInAnarchy · · Score: 1

      Even if you were right, that's a failing of the interweb media -- the Wii is kicking ass in the marketplace, showing that people would rather have a fun game than insane eye candy.

      And you're not right. The Wii is also a media darling.

      --
      Don't thank God, thank a doctor!
    29. Re:OGL vs DirectX by SanityInAnarchy · · Score: 1

      Microsoft ship drivers on the Windows install discs that only support Direct3D

      Which Windows install discs? XP certainly doesn't have them -- it has VGA drivers. Perhaps GL is supported, but that seems really unlikely.

      I think the drivers distributed through Windows Update have the same problem,

      What, the problem of not existing? Yes they do.

      Maybe Intel has worked something out, but I can't remember ever seeing nvidia or ati drivers through Windows Update.

      --
      Don't thank God, thank a doctor!
    30. Re:OGL vs DirectX by cgenman · · Score: 1

      2. There WILL be more testing required. Chances are things would work the same as all platforms but they'd still have to test that.

      Nothing *ever* works the same on all 6 platforms, or even between two of them.

    31. Re:OGL vs DirectX by Actually,+I+do+RTFA · · Score: 1

      And I suppose Wii Fit is also an exception?

      Yes. Neither Wii Fit nor MMOs are really AAA titles, so yes, both are exceptions; considering the point of the article was to encourage AAA titles to be on cross-platform. Casual games are often cross platform already. I agree that there is a point for such games, but those aren't the games the article targets.

      Well, hardware can't be pirated. To the pirate, it might be as simple as a choice between a $500 video card or legitimately buying ten games.

      I agree hardware cannot be pirated. But I disagree that expensive hardware makes one more likely to pirate games. Instead, it proves that gaming is worth at least $500 a year to you, so the additional cost of a game is likely to be acceptable.

      The definition of "people who spend money on games" is changing. I'd much rather get 50% of a demographic of thousands than 100% of a demographic of hundreds.

      Wow. Amazing. You would rather sell 500 * x units than 100 * x units (assuming it is an exact order of magnitude difference).

      Of course, you left out that the revenue can easily be more than 5x higher per unit for those games; that the 100% goal is an easier business case; that much more competition there is in the 1000's market; and how much less money is spent by those 1000's.

      Pop quiz, what are the minimum requirements for the most popular PC game ever?

      What game are you talking about? WoW is probably the most popular game ever. But as I said before, MMOs and casual games are bad businesses. MMOs are bad to try to break into for precisely the same reason OSs are bad to try and break into. And Casual Games are drowning in a sea of crap.

      --
      Your ad here. Ask me how!
    32. Re:OGL vs DirectX by SanityInAnarchy · · Score: 1

      Yes. Neither Wii Fit nor MMOs are really AAA titles, so yes, both are exceptions;

      Ok, what is a AAA title, if it's not a game that has 10 million people currently playing, and paying monthly for the privilege?

      I disagree that expensive hardware makes one more likely to pirate games.

      I don't think it has much bearing one way or the other. Your point is valid...

      gaming is worth at least $500 a year to you, so the additional cost of a game is likely to be acceptable.

      Yet, if you're spending at least $500 a year on this hobby, chances are you know enough to pirate, and you may know enough about DRM to realize that for many games, the pirated copy is of higher value than the legitimate one.

      But as I said before, MMOs and casual games are bad businesses.

      Actually, no, you said they aren't AAA titles.

      Casual Games are drowning in a sea of crap.

      So are AAA titles. Sturgeon's Law applies to every demographic -- and from what I've seen, the other 10% of casual games aren't bad.

      --
      Don't thank God, thank a doctor!
  11. Cross-platform computer games by Crumplecorn · · Score: 1

    Because being crossplatform'd with consoles just isn't enough!

  12. Why game developers should support standards by Thanshin · · Score: 3, Interesting

    The alternative of simply programming over a common standard environment is still there.

    Part of all that power currently spent on better and better graphics could be spent on passing through a common interface.

    As an extra bonus, it would allow the creation of computer-like machines that would only run that standard gaming environment, without all the other functions of a computer.

    Unless someone translated the rest of the usual computer functions to that common gaming environent.

    1. Re:Why game developers should support standards by Anonymous Coward · · Score: 0

      As an extra bonus, it would allow the creation of computer-like machines that would only run that standard gaming environment, without all the other functions of a computer.

      So some sort of "gaming console?" Brilliant idea, you'll make billions.

    2. Re:Why game developers should support standards by varkatope · · Score: 1

      You know you just described game consoles, right?

      --
      I got a fever...and the only cure is more cowbell!
    3. Re:Why game developers should support standards by Anonymous Coward · · Score: 0

      Part of all that power currently spent on better and better graphics could be spent on passing through a common interface.

      Or, they could spend it all on better graphics and have better sales on the one system they release for.

    4. Re:Why game developers should support standards by cgenman · · Score: 1

      Things like you describe already exist: Java and flash. Sadly, due to that common interface, the applications run way too slowly for common game usage.

      The game developers who ran down that road either died trying to compete with more polished and amazing single-platform engines, or became sickeningly rich targeting casuals. Obviously, this article is not talking about the latter.

  13. Maybe there's more to it by sleeponthemic · · Score: 4, Interesting

    But I thought that article trivialised the whole affair and offered very little evidence for the point, bar a spectacularly presented pie chart. One publisher made money from a game. Not quite the smoking gun.

    One thing that is true is that there is a lot of respect and word of mouth thrown the way of a good game with native linux client. That would of course diminish if there weren't so few quality games supporting it, of course.

    I also find myself wondering whether this game Lugaru is an opengl game, keeping migration costs down.

    --
    I record my sleeptalking
    1. Re:Maybe there's more to it by Daengbo · · Score: 1

      The guy appears to be primarily a Mac developer. His older games include ones for Mac Classic and his minimum specs list "G3" and "G4." I'm guessing that he does OGL.

    2. Re:Maybe there's more to it by Yvanhoe · · Score: 3, Insightful

      The article is its own proof : Because of its linux port, it got an article on Slashdot frontpage for a game that would otherwise go totally unnoticed !

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
  14. Re:B===D by MoFoQ · · Score: 1

    You mean B=D?
    technically...I think it's more like FreeB=D, just replace the "=" with a "S".
    Or replace with a "A"
    (perhaps even "ASTAR")

    Anyways....dunno about this one.
    One of the issues is that gaming (graphics, sound, etc.) API's aren't as well developed on non-Windows platforms and the user base is smaller.
    Sure, there's OpenGL but.....OGL...well..it's not really "optimized" for games (this may be the fault of video card manufacturers who can't write good drivers that implement the necessary OGL functions as well as game developers who...well...don't know how to code, period)

    And there are hardware limitations to think about as well on other platforms.
    Getting the latest and greatest video card on a Mac for one is not always possible (nvidia drivers for mac isn't on nvidias site...at least not for the 2x0 series or the 9 series).
    And Linux drivers are fairly new.

    Come to think of it..."=" should really be "A"

  15. I'll give a real world example by vadim_t · · Score: 1

    Copies of NWN1 I paid for: 4. One for me, one for friends. I use the Linux version, some of the friends use Windows ones. But I woudln't have bought even one if it didn't work for me.

    Copies of NWN2 I paid for: 0. No Linux support, didn't even look at it.

    Copies of Lugaru I paid for: 1 so far, plus plugged it at every appropiate opportinity. Would have been 0 without Linux support. The next version looks good enough that I'll probably end up paying for more than one.

    1. Re:I'll give a real world example by smash · · Score: 1
      Damn shame, because in terms of storyline and graphics, NWN2 shits all over NWN1.

      Don't get me wrong i want to see linux succeed, but if i need Windows to play a game i want to play, i run it on Windows...

      --
      I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    2. Re:I'll give a real world example by Kamokazi · · Score: 1

      You indirectly gave another real world example. NWN 1 had Linux support. So when they made NWN2, they more than likely thought about doing it again, but they didn't. Why? Probably because they didn't sell enough copies of NWN1 to make it worthwhile. It all works down to how much the extra development costs versus additional copies sold (or you can throw in Microsoft paying them off conspiracy theories if you like).

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    3. Re:I'll give a real world example by vadim_t · · Score: 1

      See, my point is that the number of Linux copies sold isn't a perfect indicator.

      I paid for Windows copies because there was Linux support, but I bet that fact never got registered anywhere. They saw 4 sales, and one of them for Linux.

      Now thanks to no Linux support, they lost another 4 sales, even though maybe only one of them would be for Linux.

    4. Re:I'll give a real world example by Kamokazi · · Score: 1

      But you're talking about a fraction of a fraction of a percent now. The number of Windows copies purchased because a Linux client existed is probably much smaller than the number of Linux copies sold. They can project development costs for a Linux client, and they can do rough estimates on sales. They would have to be pretty sure that the number of copies sold would be significantly higher than the additional development costs. Hell, there's even a decent chance they lost money on NWN1 because they didn't sell enough Linux copies.

      PC Gaming on Windows is already something of a niche market compared to consoles. We have issues as it is. Hoping for Mac and Linux support in a market already overlooked in favor of larger ones is really asking for a lot. There are only a few titles that could definately get away with it.

      And you also have to remember that the number of Linux users and Linux gamers are not the same thing at all. Most every Linux user I have met that was a regular gamer either had a Windows box/dual boot for gaming, or was a console gamer.

      The only way I really see Linux or OS X becoming a prevalent gaming platform is either: A) Several devolpers releasing major titles for the other OSes exclusively (or repeatedly across all OSes for several years), or B) Linux/OS X eventually gaining substantial marketshare in general, 20-25% or more. A) would require a lot of charity on the developer/publisher end, because, at least at first, it will cause loss of profit. B) seems the most likely, but it could take a decade or more for that to happen....and who knows what we'll see by then.

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    5. Re:I'll give a real world example by Anonymous Coward · · Score: 0

      Network effects are a powerful market force. It's interesting to see how relatively influential the Linux and OS X crowds are in those networks. I think that's the point of the article.

    6. Re:I'll give a real world example by Creepy · · Score: 1

      I hate to knock Obsidian, because I'm a huge fan of many members' previous works at Black Isle, but
      I personally found NWN2 to be almost unplayable, and had subpar graphics for the amount of CPU and GPU it was choking. It also had some weird problems on my laptop, like berzerk camera (my older desktop didn't have that problem). The skins and models looked bad for the time, as well (the human models, especially, and I said that in 2006 comparing them to UT2004 and Guild Wars models). To their credit, environment models were good and I think a lot of the slowdowns were because of being heavily scripted and dynamic rather than coded.

  16. Re:Linux users spend less money by MikP · · Score: 1

    And Linux users want to get everything free. So it must be a game that is free to install but requires a subscription for online gaming...

  17. Re:Blizzard (and CCP) by splutty · · Score: 2, Interesting

    For now, the games work fine under WINE (which is more than can be said for anything EA), isn't that enough for now? If you want to see game companies developing natively for *nix, get more people using it. The developers will follow, seriously.

    One of the main reasons things like WoW work in WINE is because Blizzard actually makes a decent effort to have their games run properly in OpenGL. You can run a WoW client in Windows in OpenGL as well, which in some cases actually solves some DirectX problems on some cards/computers.

    Another example is CCP, the producers of Eve Online. They have a MAC and Linux client, respectively on Cedega on the MAC (IIRC) and a specific Wine on Linux, and that seems to work quite well from what I've heard.

    If software companies would work closer with the people that write these sort of 'emulators' (they're not really emulators in most cases, except for some specific routines), I think that would start to make a serious difference.

    The other option is to go the Quake route, and just write your engine in such a way that it can run natively on other platforms, but that requires development effort from the start, something that up until recently wasn't exactly worth it for most companies.

    We'll see what happens in the near future, but I'm afraid that the Winblows/DirectSux combination will be prevalent for a while longer yet.

    --
    Coz eternity my friend, is a long *ing time.
  18. TINSTAAFL by Serious+Callers+Only · · Score: 3, Insightful

    As a user, that is one thing I really hate about the Mac. It's not that I don't believe in paying for software, just that I don't think every little file management tool or MP3 player needs to ask $20. Put up a donation page and be grateful someone hasn't replaced you already.

    As a user, that's one thing I hate about other computer users - they expect people to do lots of work for them for free, and feel entitled to it somehow. You should be grateful many people are producing software for you, not coming out with bullshit like 'and be grateful someone hasn't replaced you already'.

    Your attitude leads directly to plentiful releases of low-quality, just-good-enough software, many with bundled advertising and malware, much like the Windows software scene in fact. TINSTAAFL.

    There is plenty of free open-source software on OS X if that's what you're looking for, it isn't magically turned into shareware - there's tons of Unix software available for free via macports for example, there's also GUI apps like Cyberduck, Audacity, Handbreak, GIMP, etc etc. Then OS X itself bundles tons of open-source software (apache, gcc, etc).

    There is also some quality software (like TextMate, or BBEdit) which should continue to charge for development, because development takes time, effort and money.

    1. Re:TINSTAAFL by Anonymous Coward · · Score: 2, Insightful

      its not bullshit, your obviously a mac user that isnt aware of the array of high quality freeware available on pc that isnt available to you...
      overall mac is between 2-3% of all the computers on the face of the planet. the rest are windows machines. if your writing software, where do you want it to go? 97-87% of market? or 2-3%?

      also - linux cant replace windows. Im a musician and a gamer. linux is useless for both. if I could replace windows with linux id do it in a second without thinking about it...

    2. Re:TINSTAAFL by techprophet · · Score: 1, Insightful

      Wrong. That number is over 2 years old. It is 15-20% now. WTF? Linux can do music even better than windows! Ever heard of JACK? How about MIDI? Audacity? Ardour? Zynaddsubfx? Wine (flstudio runs great in it)? I use Windows for games unless there is a native client or it is an oldie. Most pre-2005 games will run in Wine well.

    3. Re:TINSTAAFL by Just+Some+Guy · · Score: 3, Informative

      There is plenty of free open-source software on OS X if that's what you're looking for, it isn't magically turned into shareware

      Actually, it is. Take Memtest86+, the de facto standard RAM tester. Now Google for "memtest os x" and you'll find this jerk who sells a compiled version but doesn't make the source available to it. To rub salt in the wound, he's too lazy to make his own website graphics and uses the default "Joomla! ...because open source matters".

      Sure, you can get Memtest for free if you know how. It's just irksome that the source-deprived shareware version is the one most Mac users will know about. So one program isn't the end of the world, but it seems par for the course for OS X.

      --
      Dewey, what part of this looks like authorities should be involved?
    4. Re:TINSTAAFL by Hatta · · Score: 1

      Your attitude leads directly to plentiful releases of low-quality, just-good-enough software, many with bundled advertising and malware, much like the Windows software scene in fact. TINSTAAFL.

      While the Windows software scene IS cluttered with crapware, there are still lots of high quality free as in beer projects out there. I haven't found anything on Linux that's as nice to use as Irfanview or the 7zip gui. OS X users would be lucky to have access to as many quality gratis software projects as Windows has.

      --
      Give me Classic Slashdot or give me death!
    5. Re:TINSTAAFL by Ma8thew · · Score: 1

      I agree with the parent. I would say that in the majority of cases the freeware/free software for a particular task is as good or better than the Windows or Linux equivalent, but the shareware version is better still. Apple's development tools seem to encourage (and make it easier for) people to write higher quality software.

    6. Re:TINSTAAFL by HolyCrapSCOsux · · Score: 1

      I call shenanigans.
      I am a musician as well. I switched to Linux from windows BECAUSE it was crappy for audio (realtime my ass) I run Ardour as my DAW, Rosegarden as a sequencer. All through JACK and with a PlanetCCRMA reltime kernel. I have absolutely zero complaints.

      --
      0xB315AA8D852DCD3F3DCA578FD2E0BF88
    7. Re:TINSTAAFL by blahplusplus · · Score: 1

      "Your attitude leads directly to plentiful releases of low-quality, just-good-enough software, many with bundled advertising and malware, much like the Windows software scene in fact. TINSTAAFL."

      This is where I disagree somewhat, for instance software that has made game companies plenty of profits, game companies still find ways to cut corners and release software that is buggy and who's development is outright incompetent a lot of the time. Or companies to re-release the same software with a few updates for cash grab opportunities (Windows ME, Windows XYZ) or 'expansion packs' for games.

      Development of software is simply costly to develop for what the user gets out of it, this is not the fault of the users. The fact is software development is probably one of the most time intensive and thankless tasks on the planet but who's results for end users are "meh" versus the time and cost involved for the developers - this is just the nature of the beast. End users don't purchase "software", they purchase "the experience", an app can be horribly written and have a great UI and still be considered a great application to the user. The "quality" of software is highly variable and most importantly, is not easily measurable from a consumer standpoint. A person cannot see the defects in software, like they can in a physical product, they are miles apart.

      Most software, commercially developed or not sucks. No amount of money has ever really increased the quality of a software product in my eyes. Most software that is worth anything to the user is simply much too demanding in terms of complexity and development time. This is just the nature of the beast.

      Consider Adobe - how many versions of photoshop does the average person one need? For the average user paint.net would probably be enough. There's many more examples I could point to.

    8. Re:TINSTAAFL by Serious+Callers+Only · · Score: 1

      Taking this guy's distribution of memtest as an example, there is nothing in the GPL which prevents you from charging a reasonable fee for distribution costs (hosting costs money). If $1.40 is going to break the bank for you, I guess you'll be happy to spend the time to compile it yourself? For me, that's worth about 5 minutes of my time, so it's a toss-up.

      As memtest is GPL, you should be able to ask that guy for the source if you want it. I suspect he hasn't changed it significantly and is just charging for hosting, so he'd point you back to the developers' site.

      If that's really too much for you, here is a free version, ready compiled, for os x, with a GUI -

      http://www.kelleycomputing.net/rember/

      took approx 2 minutes to find that. But perhaps you can't be bothered, and would rather call people jerks who have the temerity to charge for their time/hosting costs and rail about how all software should be free.

      If you had ever produced/distributed free software you'd know that supporting it sucks up time, hosting it costs money, and dealing with all the real jerks on the internet takes up the most time (the ones who think they're owed free binaries forever by birthright and demand new features and bug fixes *right now dammit*).

      Have you ever distributed any free software yourself?

    9. Re:TINSTAAFL by Just+Some+Guy · · Score: 1

      As memtest is GPL, you should be able to ask that guy for the source if you want it. I suspect he hasn't changed it significantly and is just charging for hosting, so he'd point you back to the developers' site.

      That is a violation of the GPL. If you distribute GPL software that you didn't write, then you are legally obligated to provide the source.

      But perhaps you can't be bothered, and would rather call people jerks who have the temerity to charge for their time/hosting costs and rail about how all software should be free.

      I am utterly OK with charging for FOSS; RedHat is a great example of a good corporate citizen. However, note that RedHat gives full credit for the software they sell you and makes the source easily available without you having to ask for it.

      Have you ever distributed any free software yourself?

      Yeah.

      --
      Dewey, what part of this looks like authorities should be involved?
    10. Re:TINSTAAFL by MrResistor · · Score: 1

      That is a violation of the GPL. If you distribute GPL software that you didn't write, then you are legally obligated to provide the source.

      Wrong. The GPL requires you to provide source on request to those you distribute the binaries to. It need not be made available to anyone and everyone who may feel like taking a look, and it need not even be downloadable (for example, it could be provided on a CD).

      Did you ask the guy for the source? If you did, and he refused, only then can you say he has violated the GPL. Otherwise, STFU and go read the actual text of the GPL.

      --
      Under capitalism man exploits man. Under communism it's the other way around.
  19. OT: How to lay out a CD for Linux, Mac vs Win? by daniel23 · · Score: 5, Interesting

    strange question, shouldnt I know the answer myself since I've been using all three OSen for ages myself? (Typing this on an Ubuntu desktop)

    But it's been quite some years now that I last mastered a win/mac CD (it still had OS9) and I never did one for Linux before.
    On the other hand my own computer usage has so much shifted to a net focus that I hardly ever install and run a CD myself anymore. And if I do this at all, it's always on win.

    So, win is easy, there will be an autorun.inf with a link to an icon and a link to some autorun.exe or whatever.

    On Mac, I'd expect the CD to appear with a large friendly icon, a window opening on double click with more large friendly icons that make it very clear what to do (i.e. drag the application onto the application folder alias). No autorun here.

    On Linux? I have no idea. From my own usage pattern I don't expect the stuff to be on a CDrom in the first place, it's either in the repositories of my distribution or in a .deb/.rpm dnl'ed from some url or I got a tarball and have to do the ./configure / make / make install - dance. I don't think I ever opened a "commercial" CD intended to be used from Linux (with the exception of install discs). Autorun? - Gott bewahre! Rather a README, may be an install.pl ...

    Now there should be sites discussing that question, design guides, style guides, best practices. No way that I'm the first one pondering about how to make a CD look just right on all three OSen - but google drowns me in a bazillion of unrelated pages. Which is why I turn up here with my question, hoping that some of you keep a link or two in their bookmarks to help me find my way.

    --
    605413? Yes, it's a prime.
    1. Re:OT: How to lay out a CD for Linux, Mac vs Win? by Anonymous Coward · · Score: 0

      an install.pl

      Bad idea. Not everyone has Perl installed. Your best bet is probably Autopackage. My only concern would be permissions, since it of course needs to be executed (with /bin/bash). Are CD-ROMs usually mounted with +x? Or can you use ISO9660/Rock Ridge to set permissions?

    2. Re:OT: How to lay out a CD for Linux, Mac vs Win? by Anonymous Coward · · Score: 0

      There's no requirement to have an HFS+ hybrid disc anymore on OS X. Nothing much requires resource forks anymore, and it doesn't even require Unix permissions on executables inside app bundles.

      Basically, for a Mac, you put the installer bundle (a directory) on the disc, any maybe a couple of hidden files to customize the appearance or icon.

      For Linux, you can just drop an installer executable on the disc. Something like Loki's setup (or whatever the modern equivalent is) will do the trick. I don't think there's any kind of autorun capability though. Nautilus seems to have something, but it looks like it's just trying to run the Windows autorun.inf file for some stupid reason.

    3. Re:OT: How to lay out a CD for Linux, Mac vs Win? by despisethesun · · Score: 1

      On Linux, it depends on your settings. (It does on Windows, too, since Autorun is easy to disable.) By default, KDE will open a dialog asking what to do when you pop in any kind of media (CD, USB drive, etc.) and Gnome will just open the disk with Nautilus. At this point, there will probably be a installer.sh file which will do all the heavy lifting of the install. This is basically how the proprietary software that isn't in the repos I've come across handle their installs. Things would get tricky if you wanted to support every distro under the sun, but nobody in their right mind would do that. Instead, it makes more sense to support Ubuntu and Fedora only, and from there it should ultimately work on just about any major distro with minimal effort, and the smart kids will probably blog about how to do it. Bundle it with all the necessary libraries and have the game start from another shell script which tells the binary to load its libraries instead of the systems (or statically link, if your libraries' licenses permit it) and there should be no major issues, or at least no more than you'd expect on any other platform.

      That's how I would do it, anyway.

      --
      This poo is cold.
    4. Re:OT: How to lay out a CD for Linux, Mac vs Win? by pipatron · · Score: 1

      Not everyone has Perl installed.

      Whoa there... what? where?

      --
      c++; /* this makes c bigger but returns the old value */
    5. Re:OT: How to lay out a CD for Linux, Mac vs Win? by raddan · · Score: 1

      On Ubuntu you can double-click on the .deb file just like you would with a .msi on Windows. I've occasionally done this for some third-party software that is not in a repo. I believe you can do the same with RPMs on RedHat-type distros; IIRC, this is how I installed StorNext on our CentOS machines.

      I suspect that Linux types would be opposed to autorun on principle.

    6. Re:OT: How to lay out a CD for Linux, Mac vs Win? by mr_mischief · · Score: 1

      I tend to look for a .deb or .rpm file in the /mnt/cd0/Linux directory.

    7. Re:OT: How to lay out a CD for Linux, Mac vs Win? by Cheetahfeathers · · Score: 1

      Yes please do static compiles! I have a few old Linux games from Loki that won't work on anything higher than Linux kernel 2.2. With my XP box, I stick in even an old game and 99% of the time it'll work. I've only had problems with one game so far, and it was able to have a third party patch to get it to work.

    8. Re:OT: How to lay out a CD for Linux, Mac vs Win? by daniel23 · · Score: 1

      Well, depends.
      After some further recherche and tests it appears as a hybrid with hfs is indeed needed if you want/have to support mac-ish options like auto-opening folder, background image, custom CD icon etc.
      It basically boils down to the old workflow (but with toast replaced by the cli tool 'hdiutil'). Prepare the data on win and linux, then test/adapt on mac, copy them into a .dmg, arrange the window options, then create a hybrid image with 'hdiutil makehybrid' from the command line

      --
      605413? Yes, it's a prime.
    9. Re:OT: How to lay out a CD for Linux, Mac vs Win? by despisethesun · · Score: 1

      I like static compiles, too, but a lot of the libraries used for Linux development are LGPL. That means you can only dynamically link if you want to keep your source locked up, and though I'm an enthusiastic free software supporter, I also realise that a lot of the game dev shops aren't keen on GPL-ing their code (or at least not right away.) So I'd settle for bundling their libraries with their games. That's what /opt is for anyway, right?

      --
      This poo is cold.
    10. Re:OT: How to lay out a CD for Linux, Mac vs Win? by daniel23 · · Score: 1

      I go on with posting my results into this thread just in case someone else comes around searching for this topic.
      I looked into Gnome and autorun support and much to my surprise it turned out that at least the way it is done on ubuntu autorun functionality goes far beyond what windows does.
      You can set up standard behavior for a number of media types und System/Preferences/File Managment in the Media tab. With the default settings (Software: Open Autorun Prompt) Nautilus will read and use a windows-type autorun.inf to determine a custom icon for that cd and display this. This will work with a .ico file but it will fail if the icon is the ressources of an .exe.
      But there is more: if there is a file 'autorun' with a script in it, and if the user answers the Autorun Prompt in a positive way, this script will be run

      --
      605413? Yes, it's a prime.
    11. Re:OT: How to lay out a CD for Linux, Mac vs Win? by Anonymous Coward · · Score: 0

      UT2004 has a install.sh file for linux on cd/dvd with the windows version. Don't even bother with package management, linux distros can have their own installers in their package management trees if they want that read in the cd and install it in that system's way. Just have the installer dump the executables to /usr/local/games and make a link to the desktop. This is pretty much what all commercial games/programs I have for linux do for the installer.

  20. You lazy bastard by mstroeck · · Score: 2, Interesting

    OK, so you don't want to pay for TextMate...

    How about just using XCode, Textwrangler, jEdit, Eclipse or Smultron?

    Or how about using ANY FUCKING UNIX/LINUX EDITOR EVER WRITTEN IN THE HISTORY OF MANKIND, either straight in an X11 window, or via the special OS X build that is available for most?

    1. Re:You lazy bastard by francium+de+neobie · · Score: 1

      vim is available in Cocoa (Mac OS X's native UI toolkit) as MacVim. And with a little tuning, vim in Mac OS X's Terminal isn't half bad as well.

    2. Re:You lazy bastard by TheRaven64 · · Score: 1

      MacVim looks quite nice (I tend to just use Vim in the terminal though). One thing I liked about gvim is missing though - the menu items don't have their vim commands in the menu. For example, for make it is command-b, while on gvim it is :mak, so you can use the menus to learn how to use vim without the GUI.

      --
      I am TheRaven on Soylent News
    3. Re:You lazy bastard by itsdapead · · Score: 1

      How about just using XCode, Textwrangler, jEdit, Eclipse or Smultron?

      Bugger that - just open the terminal and type "vi" - what more could anybodiDy neecEd?:x:x:x:q!DAMMIT[ESC]:q! (or there's nano).

      Seriously, you've just given good reasons as to why you might not want to shell out money for a text editor: I tend to do any serious software/HTML coding in Eclipse, while nano is usually good enough for quick edits to config files etc. There's just the occasional case where you don't want to fart around with a project-based behemoth like Eclipse or Xcode, but nano doesn't quite cut the mustard - but if you had to pay you'd make do. On the PC, I used to regularly buy updates to UltraEdit until Eclipse came along.

      That's where there used to be a bit of a hole on the Mac, but TextWrangler (highly recommended) fills it nicely.

      either straight in an X11 window, or via the special OS X build that is available for most?

      I think its implicit that the gp. wanted a Mac GUI text editor (i.e. one developed by someone who actually likes GUIs rather than some Unix geek who is going to go right back to using EMACS when the project is finished). If us Mac users could tolerate X11/Gnome/KDE without wanting to claw out our eyes we'd switch to Ubuntu and save ourselves a lot of money.

      --
      In a survey of 100 programmers, 111111 thought that duck-typing was a good idea.
  21. semi-OT: Lugaru isn't working on current distros by bersl2 · · Score: 2, Informative

    The game and modern versions of SDL don't like each other.

    As with many great Linux ports, icculus maintains the Linux version.

    Older bug report
    New bug report

  22. OSX should do more to support game developers by SpazmodeusG · · Score: 2, Insightful

    Seriously Apple doesn't do as much to support game developers as Microsoft does.
    The Microsoft DirectX SDK has demo applications, a bunch of sounds, models and textures that can be used for non-commercial purposes etc.
    Apple has no specific game development library and they don't do anything to support the open source game libraries that fill that void - SDL for example.
    The most they have is a small area on their developers website that has a handful of tutorials. It just doesn't cut it compared to what Microsoft does to encourage all types of game developers.
    Every game platform i know of has a game development toolkit that helps programmers out. From all the consoles through to the various versions of Windows. Apple has yet to release anything of the sort.

    1. Re:OSX should do more to support game developers by macdude22 · · Score: 1

      The sad thing is Apple used to do this. The GameSprockets SDK contained a number of library's for graphics, sound, networking, etc... In the age of OS X and the popularity of the Macintosh these days it's surprising they don't have something similar, or simply resurrect the Sprocket name. I'm sure it still holds some name recognition among Macintosh developers. http://docs.info.apple.com/article.html?artnum=31236

    2. Re:OSX should do more to support game developers by jythie · · Score: 1

      Having done some game work on OSX, I'm not even sure I see the point in an OSX specific SDK or toolkit. While it would be good PR for them to do so, the game APIs for OSX are generally things like SDL/OpenGL/etc which already have their own rich communities. That is one of the nice things about cross platform APIs,.. you don't have to go to the OS developer for anything unless you are really digging around the guts or interfacing to the OS specific layer (like Cocoa, which they have plenty of help for).

    3. Re:OSX should do more to support game developers by Anonymous Coward · · Score: 0

      Seriously Apple doesn't do as much to support game developers as Microsoft does.

      In Mac OS 9 days, Apple had GameSprockets. I am not a professional developer, and certainly not a game developer, but some of those I knew in Mac OS 9 days said that GameSprockets was actually very good.

      In Mac OS X days, Apple has been (and I think still is) part of OpenGL and Apple has contributed (and I think still does) to OpenGL.

  23. This year is indeed the year of the Linux desktop. by Anonymous Coward · · Score: 1, Interesting

    This is THE year of the Linux desktop... because I finally switched over to it.

  24. Stopped reading when... by Anonymous Coward · · Score: 0

    I stopped reading when the article said that Linux sales were growing. No, Mac market share is increasing. Linux desktop market share is not moving and has remained stagnant for years now. I guess 2009 will be the year of Linux on the desktop, just as 08 was, 07 was, 06, 05, 04, 03 etc etc etc all were.

    Seriously - who would want to develop for Linux? There is a heap of extra dev to do which could instead be spent on building the next big thing. Linux zealots should get over themselves, they are but a blip on the radar.

    1. Re:Stopped reading when... by Anonymous Coward · · Score: 0

      I stopped reading when the article said that Linux sales were growing. No, Mac market share is increasing. Linux desktop market share is not moving and has remained stagnant for years now. I guess 2009 will be the year of Linux on the desktop, just as 08 was, 07 was, 06, 05, 04, 03 etc etc etc all were.

      Seriously - who would want to develop for Linux? There is a heap of extra dev to do which could instead be spent on building the next big thing. Linux zealots should get over themselves, they are but a blip on the radar.

      Actually linux marketshare has been going up at a extremely slow but reasonably steady pace for the last 6-7 years and took a bit of a jump last year,

      It went from 1.25% in may 2007 to 2.02% in March 2008 according to w3counter.com and currently sits at 2.13% according to the same source (roughly a 70% increase in marketshare)

      Ofcourse since w3counter only tracks visits to a limited number of websites you can't
      really say much about the real marketshare. (The same is true for Hitslink etc as well)

      Hitslink/netapp for example has a growth from 0.65% in February 2008 to 0.85% in December 2008. (Hitslink however shows OSX at a much higher marketshare, 9.63%)

      Linux still has a very small marketshare, but all sources tend to show a slow but steady growth, so claiming that its stagnant is just plain bullshit.

      Even if we assume that w3counter has a correct number Linux still has quite a long way to go before it gains the marketshare it needs though.

  25. no reason at all by drfireman · · Score: 1

    This article actually makes the opposite point. The authors had all the numbers from an actual commercial cross-platform game at their disposal, and because their game got picked up by Mac writers but not Windows writers, they had the perfect opportunity to present best-case numbers to make this point. But all they could muster was a pie chart that should be in textbooks on how to present non-information, and a few ridiculously weak arguments. I would kill to see decent games for Linux, but I can't imagine how this article is going to help any. Did anyone's belief in the value of supporting Linux and/or OSX actually go up after reading it?

  26. Re:Blizzard (and CCP) by Anonymous Coward · · Score: 0

    Flame protection: I've used Linux since the SuSE 6.1 days, have contributed to F/OSS etc. However, DirectX is technically superior to OpenGL for game purposes ... that's just a statement of fact. Not only is Direct3D superior to OpenGL, but DirectX is a whole standardised API stack (DirectSound, DirectPlay etc) instead of just graphics. The latest OGL standard was supposed to bring it up to par, but instead focused almost entirely on CAD / render workstation stuff. You can't blame game companies, DirectX is just the logical choice these days unless you REALLY care about native portability.

  27. Already been done dusted and packaged: Loki. by Anonymous Coward · · Score: 0

    They have an installer that works just like the windows one. Better, because you can install it system wide (/usr/local/games) as root/admin or just for yourself (~/game) and when so installed, it's in one place so you can back it up.

    And, as XP only just got around to doing properly (though often unused) all save games are in your home directory, meaning your save games survive an OS reinstall.

  28. Re:Blizzard (and CCP) by Anonymous Coward · · Score: 0

    Another example is CCP, the producers of Eve Online. They have a MAC and Linux client, respectively on Cedega on the MAC (IIRC) and a specific Wine on Linux, and that seems to work quite well from what I've heard.

    It's called Cider on Mac and it's actually Cedega on Linux. But it doesn't really work quite well. I tried it a few months back and the pygtk-based Cedega installer didn't work at all under e17. So I used twm to install it. But then Cedega wouldn't even open a window. So I installed wine and it worked.
    The moral of the story is: There is no alternative to cross-platform code.
    Instead of blowing their money on something as useless as Cedega, CCP should have instead hired a dedicated Linux/Mac Coder.

  29. more reasons by Tom · · Score: 2, Interesting

    There are many more reasons, in fact. The most important one is that cross-platform development usually results in higher-quality products.

    The most obvious reason is that bugs tend to show up faster if you test on more than one platform. Developers hate that, it appears to make development more difficult, but the truth is that it simply exposes the lousy work that most developers deliver.

    The other reason is that you can take advantage of - or start thinking about - the platform features. For example, the old Loki port of Civ3 had additional features that the windos version didn't have, simply because the platform required them. One example: On the windos platform, there was automatically one profile for all users, because the game saved everything in the game directory. On Linux, due to stricter permissions, that was simply not possible, so the game saved everything it had to save into the user directory and every user had his own profile. You can do that in windos, too, but a lot of windos developers never think about it.

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:more reasons by Anonymous Coward · · Score: 0

      Cross platform is already done by compiling the game for the PS3. More and more PC games are ported to PS3/X360 and it's commercially a better choice than porting to MacOS X or Linux.
      By porting to PS3, you use a different compiler, a different graphic library,... (and you also have the notion of profiles).

  30. Did it help Stardock with OS/2? by cyberspittle · · Score: 1

    Subject says all ...

    1. Re:Did it help Stardock with OS/2? by lwriemen · · Score: 1

      I think you meant, "Did Stardock help OS/2?". I saw someone else's comment on big fish in small pond and thought the same thing. You can do like Stardock and use the revenue generated in the small pond to capitalize your leap to Windows development. Stardock didn't really have a malicious intent, but it's too bad they couldn't figure out a way to develop for both platforms. (Lack of 3D hardware acceleration on OS/2 was a major stumbling block, however.)

  31. XFi & Linux by doesthisfuckingexist · · Score: 1

    Big blocker to Linux game development was a lack of audio driver from Creative for Linux. This isn't the case now (the code is available and building it is simple) and more importantly, they work. The only reason I've not moved to Linux is the lack of AAA game support, hopefully this will change.

    1. Re:XFi & Linux by Anonymous Coward · · Score: 0

      How would lack of a driver for a specific card block developing games for Linux?

      What would a Linux user wanting a game even use such a driver for? He wouldn't have the card anyway (no driver, remember), and probably still doesn't (a driver suddenly becoming available doesn't mean that everybody goes out to buy a card for the driver).

      There are other sound card manufacturers than Creative, and except for musicians, people generally don't go out and buy new sound cards all the time. Most probably use the onboard one.

    2. Re:XFi & Linux by doesthisfuckingexist · · Score: 1

      Alot of gamers have a creative card in their box so cant switch to Linux without having to buy a new card.

  32. Re:B===D by Anonymous Coward · · Score: 0

    Shit, are you serious? How long has B equaled D?

    Well, this just changes everything. Dack to the brawing doarb for me!

  33. Re:This year is indeed the year of the Linux deskt by onitzuka · · Score: 1

    This is THE year of the Linux desktop... because I finally switched over to it.

    Cheers!

  34. Blizzard? What about Epic?! by Anonymous Coward · · Score: 0

    Where is my Unreal Tournament 3 for Linux that was suppose to come out when the game was released?

    I bought UT3 because in the past Epic had supported Linux (even if limited; eg. no editor tools)... but now that UT3 box has been collecting dust for well over a year and there is no sign of the Linux client on the horizon. They have made no statements of any value about what the deal is. They ban people that even ask about it in the Epic forums then they cover everything up by deleting all the posts. Bunch of assholes.

  35. Re:Linux users spend less money by websitebroke · · Score: 1

    I wouldn't go that far. In fact, I bought the Lugaru game mentioned in the summary. I'm sure other Linux users have too. Actually, I'd buy a lot of games if they ran on my Ubuntu system without messing around with WINE. Personally, there's no way I'm going to buy a subscription for something.

    One thing that would be nice is if we could do an apt-get (or yum or whatever) install via Canonical's or somebody else's non-free repository, and have the opportunity to buy/register it while installing it.

  36. Simple solution. by LWATCDR · · Score: 2, Insightful

    Get out XCode and write your own. Problem solved.
    I hear this all the time but it is at best rude. It takes a lot of work to write a good text editor, file management tool, or mp3 player. Some people want to do it for free and put it out under GPL. That is great. I have released GPL code myself. Some people want to get paid for their hard work. I am also all for that. If you like their product pay for it.
    If you don't like their product enough to pay them what they ask then DON"T USE IT AND DON"T COMPLAIN.
    There is a lot of Free as in beer and Free as in speech software for the Mac. The reason that you probably see more shareware for the Mac may be that Mac users are more willing to support those that write for their machine. Maybe Mac users don't think of programmers as slaves that should produce free software and be grateful that we are willing to use the fruit of their labors.

    --
    See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    1. Re:Simple solution. by mr_mischief · · Score: 1

      I, for one, only complain about the prices people ask when they do naughty things like setting reseller minimums even on outdated versions.

      If you need accounting software or DVD authoring software but don't need the newest version, you can probably find it for 10% or 20% of the cost by buying an older version sitting on a shelf in a warehouse.

      If you want Windows XP it's getting harder to buy. If you need Adobe Creative Studio 2 or newer, go ahead and buy CS 4 because it's the same price. Both of these companies tell you you're buying from a reseller, but they treat the pricing as if they are selling on commission.

    2. Re:Simple solution. by LWATCDR · · Score: 1

      I saw XP in OfficeMax Saturday night. The way you complain about price is simple. You don't buy it. But I can see why your upset about Adobe's pricing scheme.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    3. Re:Simple solution. by mr_mischief · · Score: 1

      You are, of course, right aboutt how to complain about price. That is exactly why I haven't bought Adobe software in some time. They may or may not be be the best products as Adobe claims (and why claim otherwise about your own products?), but other, less expensive software reads and writes the same formats and has similar feature sets. The older versions of Adobe software that don't have all the latest features are worth even less compared to newer versions of the competition's software.

    4. Re:Simple solution. by SanityInAnarchy · · Score: 1

      It takes a lot of work to write a good text editor, file management tool, or mp3 player.

      MP3 player? Are you fucking serious?

      No, I'm talking about the kind of app that took a couple hours, at most. Or, especially, the kind of app which is now taken for granted as free on other systems -- regardless of the effort put into it, the value is also a function of demand.

      I understand that there's some software for which this makes sense. I actually wouldn't mind paying for TextMate, if I was stuck on a Mac. I'd grumble, but in the end, it's worth the time it saves me.

      Which would be fine, if it were just TextMate... ubt it does add up.

      --
      Don't thank God, thank a doctor!
  37. Planning with 'gut feeligns' by jythie · · Score: 2, Informative

    I've never understood software houses that insist on releasing games on a single platform with propriatry APIs rather then starting development with a cross platform engine and then porting to other platforms.
     
    In any other industry, if I went up to a manager and said 'hey, this API will get us an extra 10-15% market share for similar development costs' and they will go 'wow! let's go with that! more money for us!'
     
    yet in software there seems to be this almost psychotic attachment to 'we must support only Windows because that is all people use'.

    1. Re:Planning with 'gut feeligns' by Shados · · Score: 1

      for similar development costs

      Thats the issue right there. It is -not- similar development costs. First, you have the extra QA on the other platforms. QA is a very big expenses, and in some cases, its bigger than the development expenses in the first place. Second, the "proprietary" API you talk about is a joke to use, AND will give you an entry point to port the game to a console easily, on top of having frameworks with even lower bar of entry for smaller games, that will port almost 1:1 to console and some MP3 players. That -same- API also handles a bunch of things at the same time, such as controller input (formerly sound too... ::slaps:: microsoft for removing that one...)

      But again: even if it was exactly as easy, just the extra QA and support, as well as taking longer to release, may screw you over more than the extra 10-15% sales will help.

    2. Re:Planning with 'gut feeligns' by Anonymous Coward · · Score: 0

      It's completely contrary - I used to sell gaming rigs, EVERY gamer I spoke to liked the look of my ubuntu rig in the shop, but none of them (like me) could only run linux because developers ONLY develop for windows.

      leave windows, we'll leave too, we endure windows for the games. Please. We all win. except windows, but fuck them.

    3. Re:Planning with 'gut feeligns' by mgblst · · Score: 1

      Really? So the fact that it is easier, cheaper, simpler, less bug prone, easier to get developers aren't good enough reasons for you? What a truly stupid statement you just made.

  38. Not licensed by Sony or Nintendo by tepples · · Score: 1

    you think the PS3 supports DX?

    You think the PS3 matters if your business isn't big enough to have a contract with Sony, or if your game is in a genre whose control doesn't easily simplify to a SIXAXIS controller?

    But then why keep D3D?

    Because Xbox 360 doesn't work with OpenGL, and it's reportedly easier to get a contract with Microsoft for Xbox 360 than with Sony for PS3 (which uses OpenGL ES) or with Nintendo for Wii (which uses the OpenGL-like GX API).

  39. Are you saying if you can't amortise all by Anonymous Coward · · Score: 0

    you shouldn't amortise any of it?

    I mean, if you support XP SP2 you'll not be able to guarantee amortisation of the work when SP3 comes out. If you support Vista AND XP, you have very different demands (XP won't do DX10, etc). How about Win7?

  40. Why Xbox 360 matters by tepples · · Score: 1

    So again, why not use OGL when it means you can have an easy time porting your game to everything but the 360?

    Because the product would have a better return on investment for Xbox 360 than for Mac and Linux combined, and Sony and Nintendo have declined to deal with companies of your size.

  41. Re:semi-OT: Lugaru isn't working on current distro by twowoot4u · · Score: 2

    The game and modern versions of SDL don't like each other.

    As with many great Linux ports, icculus maintains the Linux version.

    Older bug report New bug report

    *yawn* I almost got my hopes up: open /dev/[sound/]dsp: Device or resource busy open /dev/[sound/]dsp: Device or resource busy open /dev/[sound/]dsp: Device or resource busy Fatal signal: Segmentation Fault (SDL Parachute Deployed)

  42. Console-style title from small dev requires DX by tepples · · Score: 0

    Once they've got an OpenGL renderer, I'll argue that they don't need a DirectX one.

    No DirectX means no Xbox 360. This in turn means no consoles at all unless the developer is large enough to qualify to deal with Sony and Nintendo, which reportedly have stricter requirements on developers than Microsoft. (For one thing, Sony and Nintendo have no counterpart for Xbox Live Community Games.) And no consoles means very little audience for your console-style title because few people have both an HDTV and a spare PC running Windows to connect to it. Even fewer have both an HDTV and a Mac or Linux box.

    1. Re:Console-style title from small dev requires DX by SanityInAnarchy · · Score: 1

      No DirectX means no Xbox 360.

      True. But OpenGL means PS3 and Wii ports almost for free. And the Wii still has the largest marketshare.

      --
      Don't thank God, thank a doctor!
    2. Re:Console-style title from small dev requires DX by tepples · · Score: 1

      But OpenGL means PS3 and Wii ports almost for free.

      So have you any tips on getting Sony or Nintendo to offer my team a devkit for its first commercial title, even if we have a playable prototype of a console-style title that works on Windows, Mac OS X, or Linux?

  43. Simplification by DaveV1.0 · · Score: 1

    Let's say that Mac OSX has 5% of the market and that windows has 90% of the market.
    Say a game captures 50% of all Mac users. That is 50% of 5% or 2.5% of the market
    If that same game captures just 5% of Windows boxes then it captures 5% of 90% which is 4.5% of the market.

    A nominally unpopular on Windows is still more than a success on Mac. Even allowing Linux 5% of the market, a game would need 50% on both Linux and OSX to match a mere 5% of the Windows market.

    In other words, a very popular game on OS X and Linux provides less profit and market share than an unpopular game on Windows.

    --
    There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
    1. Re:Simplification by 4D6963 · · Score: 1

      5% on Windows = unpopular? Are you out of your mind? You can feel lucky if you get more than 10,000 downloads, or 500 sales.

      --
      You just got troll'd!
    2. Re:Simplification by DaveV1.0 · · Score: 1

      I said unpopular, not a failure. I figure having only 5% of the available market is unpopular, unlike some other offerings out there which may adoption rates of 10% or more.

      --
      There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
    3. Re:Simplification by Anonymous Coward · · Score: 0

      It's a different set of numbers that you should be looking at. You could release a game to Windows folks and it would be 1 game in 10,000 games (or whatever the real number is, either way a sea of games) vs releasing a game to Mac OSX folks and have it be only 1 of 100 games. There is greater exposure for your game and that can lead to better sales than on the Windows side as this developer discovered.

    4. Re:Simplification by Lars+T. · · Score: 1

      Let's say that Mac OSX has 5% of the market and that windows has 90% of the market. Say a game captures 50% of all Mac users. That is 50% of 5% or 2.5% of the market If that same game captures just 5% of Windows boxes then it captures 5% of 90% which is 4.5% of the market.

      But 75% of Windows users will pirate your game - so only 1.125% of the market will pay for your Windows version.

      --

      Lars T.

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

    5. Re:Simplification by DaveV1.0 · · Score: 1

      As opposed to 100% of Linux and 75+% of Mac users?

      --
      There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
    6. Re:Simplification by rob_benson · · Score: 1

      Your simplification numbers are too simple. You are cutting the Mac numbers basically in half: http://marketshare.hitslink.com/report.aspx?qprid=11 Win: XP: 65.22% Vista: 21.12% 2000: 1.47% ttl: 88% est Mac: Intel-Based: 7.19% Legacy: 2.44% ttl: 10% It seems to me that a 10% possible gain is well worth going after - Don't you wish YOUR income went up 10%? Note also that those who buy expensive (Over $1000) computers are currently more likely to buy a Mac than a PC: http://news.cnet.com/8301-13579_3-9947501-37.html I'm thinking entering a market with more high-income users would be a good move for any company. That said, there are no guarantees, but it certainly a good market to look into.

    7. Re:Simplification by Anonymous Coward · · Score: 0

      Maybe not that high but still high enough to more than double his sales. Seriously... you should RTFA. Judging from your responses, it sounds like you never read the posting. It's an interesting read. In case you are to lazy, here is the breakdown of the sales: 45% Windows, 5% Linux, 50% Mac. SO however small the market share numbers are and whatever the number of people that pirate are... making the game multi-platform more than doubled his sales!! Pretty cool tidbit, right?

    8. Re:Simplification by DaveV1.0 · · Score: 1

      1) The numbers provided by your linked site are not a representative sample of all personal computer owners.
      2) Income will only go up by 10% if adoption by Mac users mirrors adoption by Windows users. This is not likely to be the case because Mac users tend to have a different demographic make up.
      3) The reason that "those who buy expensive (Over $1000) computers are currently more likely to buy a Mac than a PC" is because there are many more WinTel/PC computers under $1000 that have capabilities that are similar to or better than Macs. You may as well say "People who buy expense watches (over $25,000) are more likely to buy a Rolex than a Timex". This also excludes those that buy Mac for philosophical reasons, familiarity, brand loyalty, and status/image.

      --
      There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
    9. Re:Simplification by rob_benson · · Score: 1

      1) That is true, but it is also pretty close to the average. 5% is not a currently accepted figure, that info is quite old. Many of the market figures utilize only US sales data. Computers are a world wide market. Apple has a 8-10% share of that market. I don't know what the next couple years will bring, but I am guessing on around 15% - 20% market within 2 years (depending on the effect of Windows 7). I think 15% is the more likely number.

      2) Also true, and I mostly agree. This is why I think investigating it is worth time. Alot of these companies have been burned by supporting the Mac platform in the past, and need to test the waters before supporting Mac. I am not a "typical" Mac user, so my purchase habits may not match the norm. I have noticed a shareware/electronic delivery preference among Mac users whereas Windows users seem to prefer a boxed product. This may lead to sluggish sales of Mac software from the Brick-and-Mortor gang. It may well be that these products just plain dont sell on the platform.

      3) I will stand by the opinion that demographically Mac users tend to be a bit more affluent. If you can afford a new Prius you generally do not purchase a Ford Focus. I don't really think performance is a huge concern to most users as long as the system responds adequately. Price is probably the 1 out of 3 objection to Mac. This is because the price is expensive for alot of folks, they are not generally doing a cost/performance analysis. I agree that Mac plays the status/image game, no argument there.

    10. Re:Simplification by adamofgreyskull · · Score: 1
      Just by saying "In other words" you don't get to completely sidestep the issue at hand. The point is, by targeting <10% of the market, their sales increased by more than 120%. Even if you could only bring yourself to look at their simplistic pie chart you would see that Mac + Linux sales came to 55% of their sales, compared to Windows' 45%. They're not advocating everyone target only Mac and Linux, they're saying that if you target those platforms as well as Windows you can substantially increase your revenue.

      The other issue raised is that getting press coverage for a Windows only game is difficult for Indies because of the sheer number of games released and that it is easier for the other two, which they claim leads to increased exposure not only among Linux and Mac gamers, but also among Windows gamers. For instance, a mention on Slashdot for a cross-platform game that ran on Linux would be seen by Windows and Mac gamers as well.

      The reasons cited for the increased exposure are that the barrier to getting exposure for a Mac/Linux title is reduced because a) there is less competition and b) the userbase on those platforms is more vocal. Whether those reasons represent reality is to be seen...who knows...

      Since I don't think you actually read all that much of the article, heres a quote from the end:

      To conclude, if you're not supporting Linux and Mac OS X from a philosophical standpoint or for the fans, at least do it for the money. If you don't support non-Windows platforms, you're leaving a lot of cash on the table. I don't know about you, but I'm not in a position to just say f-- it to a large community of people who want to support us.

  44. Re:TANSTAAFL! by Anonymous Coward · · Score: 0

    TINSTAAFL?! Duh! TANSTAAFL!

  45. Portability across languages? by tepples · · Score: 0, Troll

    All the more reason to write your software in a portable way.

    You said "portable". True, for some platforms, a proper separation of business/game logic from presentation allows for easier portability. But consider these hypothetical game platforms:

    • Platform D runs only software written in C, C++, and Lua.
    • Platform P runs only software written in Java.
    • Platform T runs only software written in Objective-C.
    • Platform W runs only software written in ActionScript.
    • Platform X runs only software written in C# (or in a contorted dialect of C++ that looks more like C# than C++).

    How do I write portable software for all of them?

    1. Re:Portability across languages? by mr_mischief · · Score: 1

      Option 1: Write it in C. Lua is C libraries. Objective C will compile C. C++ will compile C. C# can call C and C++ libraries, so at least part of it will be portable. C can be compiled to the JVM. ActionScript is for Flash, and you can compile C to AS3 bytecode (Slashdot story about Alchemy).

      Option 2: Write it in Java and provide a JVM written in C on platforms that require C/C++/Objective C. Compile the JVM to AS3 bytecode. C# sucks anyway, but if it runs C# then it also runs software compiled by any of multiple Java to .Net CLR compilers.

      Option 3: Choose your platforms more carefully, as almost any decent platform has tools available for more than one language.

    2. Re:Portability across languages? by mr_mischief · · Score: 1

      Sorry about the poor copy/paste job on the URL. story on /. about Alchemy

    3. Re:Portability across languages? by tepples · · Score: 1

      C# can call C and C++ libraries

      Only if they're included with the runtime. The platform's code loader won't load code unless it's either 1. managed and verifiably type-safe, or 2. signed by the platform provider. So If I provide my own C++ libraries, they have to be written to compile with /clr:safe, and as I understand it, rewriting C++ in that way is almost as much effort as rewriting it into C#.

      AS3

      I don't want "Sorry, this app requires Flash 9" on platform W, which only has Flash 7.

      Option 2: Write it in Java and provide a JVM written in C on platforms that require C/C++/Objective C.

      Platform T's developer agreement appears to prohibit delivering a JVM as part of an app.

      C# sucks anyway, but if it runs C# then it also runs software compiled by any of multiple Java to .Net CLR compilers.

      Only if the J# runtime library (required for Java-to-CLR compilers) is available for the device.

      Option 3: Choose your platforms more carefully, as almost any decent platform has tools available for more than one language.

      Phones can't run anything but MIDlets, except iPhone that can't run anything but JavaScript and Objective-C. Xbox 360 XNA can't run anything but C# and other fully managed CLR languages, and I don't think it has the J# library. And Wii Internet Channel can't run anything but JavaScript and Flash 7.

  46. Re:Blizzard (and CCP) by jo_ham · · Score: 1

    CCP's efforts were a very shaky start for Mac (but then, given that they have a small user base by MMO standards in the first place, especially compared to Blizzard), it's understandable.

    The recent QR patch, after tweaking, and with some updates to Cider, has made a world of difference to Mac performance in EVE. It still has problems - after running the game for any length of time, you need to log out and log back in again to fix graphical glitches in the rest of OS X (inability to scroll in Safari, totally white windows appearing with no content etc) that must be due to the Cider engine mucking something up with the window server, but it's much better than it was.

    It's no native client like the WoW Mac client, but it has allowed me to try out the game.

  47. Re:Blizzard (and CCP) by jo_ham · · Score: 1

    It's a huge commitment to write a native client though, and the number of Mac and Linux subscribers may not provide enough justification.

    It has got *a lot* better lately (I run EvE on a Mac with the Cider wrapper) compared to the Empyrean Age patch, so perhaps the Linux client, while not native, is a little better too.

    If their installed non-windows base grows enough, then a native client may be on the cards, but right now they are just testing the waters to see who is out there willing to try EvE without using Windows.

  48. A former game developer's thoughts on the matter by Anonymous Coward · · Score: 0

    Releasing a game for Windows, Mac and Linux sounds all well and good, and the adoption rates on the smaller platforms may be higher as a percentage of the OS install base, but it doesn't make financial sense for most companies to spend the effort to write games for the mac, or especially Linux.

    I'm a former game developer who has written games for Windows, OS X, Linux, and all the consoles, so I know the market and development challenges pretty well.

    Windows, for the time being, is still the prime software development platform for games, the rest just don't have the necessary tools and third party software. It's pretty much certain that all of your game data will be processed on a windows machine, so windows will have de-facto support as long as this is the case.

    If the game is written with portability in mind, and quite a few nowadays are, then it may be ported to the mac. The mac's development tools aren't as good as those available on windows, but between XCode, Shark, dtrace, and the OpenGL profiler, you can get some real work done. The problem is that even if your install rate on the mac is double that on windows, you're still talking about numbers off in the noise. Windows will probably be about 90% of your users, mac would be less than 10%, but it takes more than 10% additional effort to ship the game on the mac, so most companies won't bother due to the low return on investment.

    Now, Slashdot is a very pro-linux crowd, so I'm bound to get a lot of disagreement on this next point. Linux will never be a first class game platform. No game company will ever devote the resources to support linux as a primary platform. The reason is that "Linux" isn't really a platform, the platforms are Ubuntu, Fedora, SUSE, and stuff we don't care about. If anyone claims that you can write the code once and run on all three, you've never tried to do so for a large project. What happens in practice is that you can get your game running pretty well, with random crashes in X and OpenGL that then take a huge amount of effort to track down, per platform. These platforms differ subtly in their API's and libraries for things like OpenGL, libc, and audio so you are guaranteed that you will never ship a single linux binary. All this extra work doesn't pay off.

    If I was writing a game from scratch right now, I would still consider windows my primary platform and I'd probably port it to the mac, but Linux would not be worth the cost and then resulting support burden. Few people write games from scratch anymore. Most game studios have a library of of tools and engines that they try to re-use. Most of these tools and engines are windows only, and weren't written portably. So, the first mac or linux game for a company also includes the effort of porting this software to a new platform, which may also be a huge undertaking, and could scare management away from doing the port.

  49. Lots of problems, to start with... by Maury+Markowitz · · Score: 1, Interesting

    Windows has a development environment for games. It bears some resemblance to the platform used to develop for the XBox and XBox360. That means you can develop for one of these, and have some level of commonality with other platforms.

    There is nothing at all like this on the Mac or Unix side of things. There are _some_ common points with other Unix platforms, but these are limited to lower-level plumbing. There is no real "games platform" that
    exists that is nearly all-inclusive as DirectX:

    OpenGL is certainly good, widely used, and essentially a standard.

    OpenAL might be OK, but is not widely used with many other claimants to the throne.

    There is nothing like Bink that allows for cross-platform in-game videos. This can be handled by one of a number of video libraries, but these are heavyweight solutions to a lightweight problem, and the ones that are cross-platform generally suck IMHO.

    There is no standard GUI - using X on the Mac will result in instant failure.

    There is no real equivalent to DirectInput, you have to roll everything by hand.

    There is no standardized multiplayer networking system (some might consider this a benefit, but...)

    There is no standardized lobby system for meeting other players online.

    There is no standardized voice chat system. This is vital for modern online games.

    So, when someone has a package that combines all of these parts into a single box, then "alternate platform" development might become more common. In the meantime we'll see "casual games" (which are often much more fun anyway) and hand-ports of blockbuster titles. Such is life; if you want to play modern games, you have to buy a console(or more than one) no matter how odious this might be to you.

    Maury

    1. Re:Lots of problems, to start with... by Anonymous Coward · · Score: 0

      There is nothing like Bink that allows for cross-platform in-game videos.

      What about, erm, Bink?

      "The Bink SDK includes everything necessary to playback Bink movies quickly and easily. It is available for Windows, Sony PLAYSTATION (R) 3, Sony PSP, Sony PS2, Xbox, Xbox 360, Nintendo DS, Nintendo GameCube, Macintosh (PPC and Intel) and x86 GNU/Linux."

  50. Mixed feelings by 4D6963 · · Score: 1

    TFA makes a compelling point, but I have a mixed feeling about that. I have a commercial program that's currently Windows-only, but with plans to port to Mac OS X and Linux.

    While a Mac OS X port is an easy choice, I'm not sure about the Linux port at all. On one hand there's all the advantages that TFA mentions, but on the other hand, who uses Linux for audio production, Linux has an especially small market share in that domain, plus the reason everyone's given me, Linux users usually don't like to pay, even less for closed source programs... and of course each platform I start to support with platform-specific code everytime means more work to implement, maintain and test... But how would I know if it's worth trying or not?

    --
    You just got troll'd!
    1. Re:Mixed feelings by mr_mischief · · Score: 1

      Linux users usually don't like to pay... for things that aren't any better than what they can get for free. Have you looked at Ubuntu Studio at all? What about Studio 64? Are you at all familiar with what's there? Did you know that MainConcept has codecs and a codec support SDK for Mac, Windows, Linux, and Flash?

      What are the big advantages of your specific product? Is it worth $137 more than what's available? The main uses for your product seem to be steganography or synthesis of unusual sounds. I use Power Station Industrializer and some other specialized synthesis software for that. I use specialized steganographic software if ever I want to do that.

      If I was convinced that the professional (or casual) license fees for your software were worthwhile, I'd pay them no matter what platform I was going to run it on. If I have something that's good and free that covers the same needs, it undercuts your pricing. That doesn't mean that being a Linux user makes me unable to evaluate costs and benefits. Weighing costs vs. benefits is why I have a mix of Linux, OS X, and Windows around in the first place.

  51. Macs need to have better video card / hardware and by Joe+The+Dragon · · Score: 2, Insightful

    Macs need to have better video card / hardware and a $2300 tower with a lower mid-range card as the base will not do it. A $130 cost of the base card + $150 for a 8800GT makeing it $280 for a 8800gt does not help.

    Putting 9400m in the mini and macbook helps make them better but the mini needs to have a faster cpu + 256 - 512 of video ram that is not part of system ram and maybe a faster 3.5 hd. Also put in a 9500 / 9600 in the higher end systems. The imac needs to have system better video card and not a small video card bump that also comes with a bigger screen that makes you trun down the screen size to run games at good settings.

    Where is the mac tower? maybe a $1200 - $1500+ base core i7 system with SLI / crossfire on the higher end? With a $2700+ 2 cpu core i7 mac pro. The Dual core i7 systems will likely cost more then to days dual Exon's and a mac pro tower staring at $2700+ will look bad next to a $600 - $900 mini with a slow cpu + 9400 video useing system ram with a 2.5 laptop hd. Other system at $800 - $900 have pci-e slots and or video cards with there own ram.

    Also the $2000 mac book pro is lacking in video power next to other laptops that have 9700 / 9800 cards in them some even have sli at the same price or lower and they have 4gb of ram some even have a faster cpu as well.

    Apple will have to deal with better EFiX and Psystar system and if the new mini comes with no firewire, mini DP need apple wants you to pay $30 - $100 more for the Mini DisplayPort to DVI Adapter or the Mini DisplayPort to DVIDL Adapter, 9400m video that uses system ram.

    1 more thing there better not be a intel atom based mini at $500+ as that will be slower then to days mini even if they put 9400m video on it and that will just say to Psystar we can't beat you in hardware but we can try in court.

  52. A former game developer's perspective by OppositeLock · · Score: 2, Informative

    (apologies if this is a re-post, my previous comment seems to be missing) Releasing a game for Windows, Mac and Linux sounds all well and good, and the adoption rates on the smaller platforms may be higher as a percentage of the OS install base, but it doesn't make financial sense for most companies to spend the effort to write games for the mac, or especially Linux. I'm a former game developer who has written games for Windows, OS X, Linux, and all the consoles, so I know the market and development challenges pretty well. Windows, for the time being, is still the prime software development platform for games, the rest just don't have the necessary tools and third party software. It's pretty much certain that all of your game data will be processed on a windows machine, so windows will have de-facto support as long as this is the case. If the game is written with portability in mind, and quite a few nowadays are, then it may be ported to the mac. The mac's development tools aren't as good as those available on windows, but between XCode, Shark, dtrace, and the OpenGL profiler, you can get some real work done. The problem is that even if your install rate on the mac is double that on windows, you're still talking about numbers off in the noise. Windows will probably be about 90% of your users, mac would be less than 10%, but it takes more than 10% additional effort to ship the game on the mac, so most companies won't bother. Now, Slashdot is a very pro-linux crowd, so I'm bound to get a lot of disagreement on this next point. Linux will never be a games platform. No game company will ever devote the resources to support linux as a primary platform. The reason is that "Linux" isn't really a platform, the platforms are Ubuntu, Fedora, SUSE, and stuff we don't care about. If anyone claims that you can write the code once and run on all three, you've never tried to do so for a large project. What happens in practice is that you can get your game running pretty well, with random crashes in X and OpenGL that then take a huge amount of effort to track down, per platform. These platforms differ subtly in their API's and libraries for things like OpenGL, libc, and audio so you are guaranteed that you will never ship a single linux binary. If I was writing a game from scratch right now, I would still consider windows my primary platform and I'd probably port it to the mac, but Linux would not be worth the cost and then resulting support burden.

  53. Oops, bad formatting by OppositeLock · · Score: 2, Informative

    Releasing a game for Windows, Mac and Linux sounds all well and good, and the adoption rates on the smaller platforms may be higher as a percentage of the OS install base, but it doesn't make financial sense for most companies to spend the effort to write games for the mac, or especially Linux.

    I'm a former game developer who has written games for Windows, OS X, Linux, and all the consoles, so I know the market and development challenges pretty well.

    Windows, for the time being, is still the prime software development platform for games, the rest just don't have the necessary tools and third party software. It's pretty much certain that all of your game data will be processed on a windows machine, so windows will have de-facto support as long as this is the case.

    If the game is written with portability in mind, and quite a few nowadays are, then it may be ported to the mac. The mac's development tools aren't as good as those available on windows, but between XCode, Shark, dtrace, and the OpenGL profiler, you can get some real work done. The problem is that even if your install rate on the mac is double that on windows, you're still talking about numbers off in the noise. Windows will probably be about 90% of your users, mac would be less than 10%, but it takes more than 10% additional effort to ship the game on the mac, so most companies won't bother.

    Now, Slashdot is a very pro-linux crowd, so I'm bound to get a lot of disagreement on this next point. Linux will never be a games platform. No game company will ever devote the resources to support linux as a primary platform. The reason is that "Linux" isn't really a platform, the platforms are Ubuntu, Fedora, SUSE, and stuff we don't care about. If anyone claims that you can write the code once and run on all three, you've never tried to do so for a large project. What happens in practice is that you can get your game running pretty well, with random crashes in X and OpenGL that then take a huge amount of effort to track down, per platform. These platforms differ subtly in their API's and libraries for things like OpenGL, libc, and audio so you are guaranteed that you will never ship a single linux binary.

    If I was writing a game from scratch right now, I would still consider windows my primary platform and I'd probably port it to the mac, but Linux would not be worth the cost and then resulting support burden.

    1. Re:Oops, bad formatting by PReDiToR · · Score: 1

      When writing for Windows did you ever consider how the program would work under WINE?

      Lots of people think that WINE is bad, but if (as you and others say) we're stuck with Windows only games, wouldn't compatibility with WINE on Linux == Linux support? At least for marketing purposes?

      --

      Do not meddle in the affairs of geeks for they are subtle and quick to anger
    2. Re:Oops, bad formatting by OppositeLock · · Score: 1

      You can't really ship a non-functional product for marketing purposes. The fallout from shipping a buggy version is a lot worse than not shipping one at all because people have spent money in the first case.

      WINE is like any other middleware, it has bugs that you need to work around, and it introduces an additional layer of complexity which uses resources and reduces efficiency. Once you choose to use WINE (the API, not the emulator front end), you still hit the same problem as writing native code - lack of ABI. You must still test your WINE based program on the most common Linux distros and you will encounter distro-specific problems.

      Our code was very portable, it wasn't a problem to have a native version that didn't use Wine, the problem was the additional engineering needed to ship a top notch game. Game companies run on tight schedules and tight budgets. Producing a linux version would mean skimping somewhere else, so the choice comes down to making a slightly better overall product for a very slightly smaller user base, or making a less polished game that targets a few more users. We chose the former, and most other companies probably would too. It's purely a business decision, since the technical aspects can be solved, they just cost time and money.

  54. Cost of Boxed Sales by Ohio+Calvinist · · Score: 1

    The trouble with making a game multiplatform isn't "necessarily" the cost/time/effort/skill of using abstracted code or having to train DX programmers to use OpenGL. One large problem is that in the past, you could relatively easy put a game on 1 piece of physical media and have both the Mac and Windows tracks on the CD-ROM.

    Now that games are coming close to filling DVDs or spanning multiple CDs, it isn't nearly as simple to provide a single disc that is Windows+Mac. Now you must provide either a box with two CDs and unless you're doing online play and some serious key-validation; you've essentially given the buyer two copies of the same game. If you split it up into a boxed sale of a "PC version" and a "Mac version" you're either going to have the big stores like Wal*mart or Target or Best Buy only buying the PC version; or getting pissed when they have shelves and shelves of Mac versions, or returned/pissed off customers when grandma buys the Mac version for Timmy and he returns it, or can't return it because he opened it before he noticed. It just isn't worth the overhead of mastering multiple DVDs and producing/shipping the packaging when the margins on games are already pretty razor thin for publishers and for the retailers.

    Secondly, you have to consider it can quite difficult to provide "good" technical support (I'm talking about more than forums here...) for more esoteric distros or providing support to OS9 and OSX clients (at a time in history when PC games were really coming into their own). Can you imagine the backlash of Game Company X said they'd only support their new hot title on Fedora because they had to draw the line in the sand somewhere on what is a "supported" configuration, and left all Ubuntu users in the dark? The bigest problem with purchased software; particularly entertainment/gaming software is that the market has little patience for a product that doesn't install and run on a single double-click. So support is an absolute necessity.

    Thirdly due to differences in APIs, available hardware (Mac) and quality drivers (linux) you're going to have widely varying system requirements and user experiences. Where if the Linux version is inferior to the Windows version, users are going to say it is a "half-assed" port, and drive down sales, which is going to further decrease the profitability of development for the platform citing reasons #1 and #2 (more unsold boxes and more technical support staff). You see this on consoles now; where the Wii version has weaker graphics and poor controller implementation, the PS3 has poor online play than XBox, and the XBox is generally not as "polished" as the PS3 version graphically. In each case the user base thinks their version is "crippled" and bitches about it to no end.

    --
    Forgive my spelling from time to time. I'm often posting during short breaks.
    1. Re:Cost of Boxed Sales by 99BottlesOfBeerInMyF · · Score: 1

      The trouble with making a game multiplatform isn't "necessarily" the cost/time/effort/skill of using abstracted code or having to train DX programmers to use OpenGL. One large problem is that in the past, you could relatively easy put a game on 1 piece of physical media and have both the Mac and Windows tracks on the CD-ROM. Now that games are coming close to filling DVDs or spanning multiple CDs, it isn't nearly as simple to provide a single disc that is Windows+Mac.

      How much of that space is executable and how much is resources that are the same for both versions? It makes installers slightly more complex, but not that bad. Besides there are more and more avaenues for online distribution these days.

      Secondly, you have to consider it can quite difficult to provide "good" technical support... The bigest[sic] problem with purchased software; particularly entertainment/gaming software is that the market has little patience for a product that doesn't install and run on a single double-click. So support is an absolute necessity.

      That's not an argument for support, but one for decent installers that have been well tested. You can't half ass the installer after QA is finished and expect it to be a success. Of course most big game developers have already figured this out. Given the levels of support generally offered, I don't see that it's much harder or more expensive to have two or three scripts instead of one before you tell the gamer to shove off.

      Thirdly due to differences in APIs, available hardware (Mac) and quality drivers (linux) you're going to have widely varying system requirements and user experiences. Where if the Linux version is inferior to the Windows version, users are going to say it is a "half-assed" port, and drive down sales

      You seem to be thinking of the niche market for high end FPS games instead of the mainstream market where performance is less of a concern and most developers target a midrange system from two years ago. Aside from a few weirdos, no one in the PC market compares performance on the same hardware and different OS and no one pays attention to them if they do. Hows the performance of the Sims 2 on OS X versus Windows XP? Does anyone know or care? Does it hurt sales of one or the other? I think you're a bit off on this one. Linux is hard to target because of fragmentation, but not impossible. OS X is already targeted by most of the big developers because it makes them money. With the Xbox not having dominated console gaming, making non-portable DirectX titles is simply betting your game will be a failure and you won't have lost as big of an investment. For everyone else not owned by MS, developing so that you can easily target the PS3, Wii, OS X, portables, netbooks, and everything else from the get go is simply being competent.

    2. Re:Cost of Boxed Sales by adamofgreyskull · · Score: 1

      To pick up on just one of your points...what takes up the entire DVD? Doubt it's the engine, or any of the things which will likely be platform-specific. Most of the install media is taken up by maps/graphics/FMV/Audio etc which barring some really really stupid design decisions should be platform independent. Quake 3,Doom3, ET:QW, Unreal Tournament 2k3(?) all shipped in one physical package IIRC, all resources were on the same 3CDs/DVDs etc. and the Linux installer was either on the install media, or downloadable separately.

  55. Re:Macs need to have better video card / hardware by 99BottlesOfBeerInMyF · · Score: 1

    Not to reach the mainstream gaming market they don't. In fact, most of the top selling games already run on the Mac. The issue is, when you're thinking of gaming you're considering hardcore, niche products like Crysis instead of mainstream products like WoW or The Sims franchise.

  56. a $800 - $1000 desktop is not for hardcore gameing by Joe+The+Dragon · · Score: 1

    a $800 - $1000 desktop is not for hardcore gameing it is for playing most games at a good screen res. Hardcore gameing is $1700+ SLI systems but apple $2300 desktop has a very weak video setup next to them and AIO are a trun off for people.

  57. Re:Linux users spend less money by mr_mischief · · Score: 1

    I sure hope you're joking. I paid for my hardware, and I've paid repeatedly for versions of Linux that come with something I need whether that's support contracts or some piece of non-free software included. Mandriva, Novell, and Red Hat don't exist on goodwill alone.

    Their are three main reasons I have Windows installed anywhere at all. One is because IE 7 and IE 8 under anything else is at best a pain and a gamble for a web application developer. Another is that I use it to play the games I buy for the PC. If I could play those games all on Linux, the gaming PC would not have Windows on it. The third is that my accounting software of choice runs on Windows. Again, if there was a Linux version of that there would be no reason for the accounting system in my office to use Windows.

    Part of understanding market share is understanding cause and effect. Are applications (including games) written for Windows because Windows is installed, or is Windows installed because applications are written for it? It's some of both, but Steve Ballmer knows which one is more important. That's why you can see him at conferences dancing around on stage chanting about developers. People use Windows largely because that's where the software is. If the software was written for other platforms just as commonly, you'd see a much more balanced market share for the OSes.

  58. Completely UNTRUE by cybrthng · · Score: 2, Insightful

    Consoles prove my point entirely. Ports of games that are on all consoles tend to suck because there is no polish. Work that could have been spent on the game; making it better, faster, fancier or simply more playable is spent on the process of porting - to platforms in which bugs may not be reproducible at all. A variety of OS's, hardware configurations, kernel schedulers, drivers and whatnot doesn't make a game better. Just means more people, increased costs, more delays and less features.

    1. Re:Completely UNTRUE by Anonymous Coward · · Score: 0

      That happens when porting is done after the fact.

      The point of the parent is that PARALLEL development for multiple target platforms can result in a more stable code base.

  59. Don't RTFA by Anonymous Coward · · Score: 0

    It's simple. Nerds use OS X and Linux more than normal people; nerds play more games and advertise them to other nerds and non-nerds IF it's good. That can only mean one thing: ka-ching!!

  60. Re: Dead Space by Anonymous Coward · · Score: 1, Insightful

    Dead Space desperately wanted to be both Bioshock and Resident Evil 4 in space at the same time, not exactly innovative.

    And System Shock 2 did it better with more primitive graphics nearly a decade earlier.

  61. Savage and Savage 2: A Tortured Soul by Anonymous Coward · · Score: 0

    These are both developed cross platform, and quite well too.

    www.s2games.com

  62. Ambrosia Software? by MiharuSenaKanaka · · Score: 1

    Ambrosia Software was a company that for a long time only developed software for Mac users. The immense popularity of the third installment in their Escape Velocity series (Nova) eventually pushed them into making it one of their first releases for the Windows series of operating systems.

  63. Eve Online by ThreeE · · Score: 0

    Eve Online. Runs on all three. Hit 45,000+ concurrent users this month -- a new record. Old game? Yes, but the devs are adding new content AND gameplay all the time.

    Eve never fades. :)

  64. Re:a $800 - $1000 desktop is not for hardcore game by vonFinkelstien · · Score: 1

    Mac Pros are workstation not gaming machine. Go figure.

  65. Re:Blizzard (and CCP) by thetoadwarrior · · Score: 1

    Yeah Id really looks like they're hurting for money and resources after doing all their games for at least Windows and Linux and eventually giving their source code away.

    All companies sure seem to have more than enough time to write Linux dedicated servers. If Windows is superior then they should only write dedicated servers for Windows too.

  66. Re:Blizzard (and CCP) by An+ominous+Cow+art · · Score: 1

    The OS X client for City of Heroes is in beta now. Unfortunately for me, the client isn't for PPC machines. I abandoned CoH/CoV after the announced they'd have advertising in-game (even though it would have been opt-in), but since I wasn't playing at all at the time anyway, I figured I'd cancel my account and make a protest against the advertising. I would have tried out the beta OS X client, though.

  67. Software Libre & Software Gratis for Mac by Neurotic+Nomad · · Score: 1

    Well, there's FreeMacWare.com, OpenSourceMac.org, Fink, MacPorts, and even VersionTracker lets you sort by license.

  68. that can be good for the indie-gaming crowd by Trepidity · · Score: 1

    While I agree that some of the Mac shareware culture is kind of ridiculous, along the lines of trying to charge $20 for every variation of a digital clock, the fact that people are willing and used to paying $10-50 for a downloadable piece of software from an independent development company is good for indie-game companies, whose development model is exactly that.

    I don't have any numbers, but I've heard anecdotally from folks like Chronic Logic that the number of Mac users who will shell out $10-20 for the full version of a game after trying out the free demo is much higher than what you'd expect from just Mac vs. Windows market share. Of course, there are other factors at work there too, like Mac users having fewer gaming choices overall, making the market less competitive.

  69. Re:Macs need to have better video card / hardware by netsavior · · Score: 1

    it would be much more concise if you just said "Mac hardware costs more and does less"

  70. Mac users also use freeware. by Neurotic+Nomad · · Score: 1
    For archiving, I just right-click and choose "Compress [Foldername]." For unarchiving The Unarchiver. My workflow is different from my years of WinZip, but only slightly.

    For FTP/SFTP there's Cyberduck for free, but I paid for Transmit. I was a WS-FTP user for years and love the 2-pane view.

    And as you said, TextWrangler for text editing.

  71. Network effects, especially. by seebs · · Score: 3, Interesting

    When my spouse and I wanted to take up an MMO, we had an obvious requirement: It had to run on a Mac, because my spouse is a Mac user. So, we got WoW. (There weren't many competitors at the time who did Mac; even now, the most obvious is Eve which is of anti-value to me because I don't, ever, under any circumstances, want PvP.)

    So far, that's two copies sold. But wait. My brother-in-law now plays with us. My sister-in-law now plays with us, because her husband plays with us. A friend of mine from some message boards who'd given up got back into the game because I was playing it. So I can name five people (and more than five monthly subscriptions) that came from that sale. Only one of whom plays primarily on Mac.

    For games that are played with other people, the effect isn't just the actual sales to Mac users; it's the sales to people who want to play with Mac users, and the moment anyone provides an option for the Mac market, a lot of other users will end up being drawn to that product by preference.

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  72. Re:Blizzard (and CCP) by Anonymous Coward · · Score: 0

    It's a huge commitment to write a native client though, and the number of Mac and Linux subscribers may not provide enough justification.

    Sure, it is. But why do a half-assed attempt? Since they're paying Transgaming I assume they're committed enough to invest in Mac/Linux to get more subscribers that way. It really boggles my mind. They could've just told people to simply use wine which isn't much different from what they're doing now.

    If their installed non-windows base grows enough, then a native client may be on the cards, but right now they are just testing the waters to see who is out there willing to try EvE without using Windows.

    Sure, but by then they've probably blown so much money on Transgaming that they could've hired a developer or at least give the task to one of the existing developers.

    There is simply no alternative to well written, cross-platform code.

  73. Shoe Parable by Anonymous Coward · · Score: 0

    There is an old parable about two shoe salesmen (old parable = gender specific) visiting a country. Turns, almost nobody in this country was wearing shoes when the two salesmen visited. The first salesman reports back, "Bad news, nobody around here wheres any shoes." The second salesman reports back, "Great news! Country filled with people needing shoes!!!". Well, the original had fewer exclamation marks.

  74. Herd Mentality by dangitman · · Score: 1

    The most annoying thing about this topic when it comes up, is the people who say "Which platform are you going to develop for? The one with 90% marketshare, or the one with 5%?"

    This strikes me as artless and demeaning. I wouldn't want to buy software from somebody who thinks like this. It's like a musician saying "Well, 90% of the market likes Britney Spears style bland pop, so that's the music I'll make." Where's your goddamned passion? Do you care about what you make, or is it just something to sell to the lowest common denominator?

    The world is full of niche markets, and they are often very satisfying, much more so than the 90% of generic crap. But for some reason, this is overlooked in computing. People find it normal that there are Ferrari dealerships and high-end gourmet BBQ, but a software company catering to a minority platform? Unthinkable! The software world needs to grow up and join the rest of the world.

    --
    ... and then they built the supercollider.
    1. Re:Herd Mentality by swissmonkey · · Score: 1

      What does it have to do with passion ?

      Whether your game runs on Linux or Windows doesn't say anything about the game and how interesting it is.

      You can make a really shitty game for Linux, and an amazing game for Windows.

      Instead of asking people to grow up and join the rest of the world, I'd ask you to get out of your hole and realize that people need to earn a salary to pay for their apartment, food, ... so their company needs to be able to sell the game to pay its employees, and the Linux market ain't gonna pay the bills.
      So instead, let's create an amazing game on a platform that allows game developers to feed their children: Windows

    2. Re:Herd Mentality by dangitman · · Score: 1

      Instead of asking people to grow up and join the rest of the world, I'd ask you to get out of your hole and realize that people need to earn a salary to pay for their apartment, food, ... so their company needs to be able to sell the game to pay its employees, and the Linux market ain't gonna pay the bills.

      See, there's the problem. Herd mentality, like I said. Developing for Linux could pay the bills. But instead of being creative or innovative, they follow the herd, and end up producing just another Windows application. This probably costs them more than catering to a niche market would, as the world is full of Windows applications. They just aren't thinking about it. Rather than setting themselves apart from the pack, they say "me too". That's not how Google, Apple or even Microsoft got to where they are today.

      --
      ... and then they built the supercollider.
    3. Re:Herd Mentality by diego.viola · · Score: 1

      What a ordinary way of thinking you have.

    4. Re:Herd Mentality by swissmonkey · · Score: 1

      Just because you decide to code for Linux won't make your software any more interesting or creative than if it was on Windows. Get a reality check, people don't code for Linux because it's not worth it, not because they have a 'herd mentality'.

      Whether that app is one in 10'000 on Windows doesn't make it less or more creative and innovative. Even with that, it would still have much more impact than in the 1% market share of Linux, comprised mostly of people totally reticent to spending money on software.

  75. Lack of choice = Greater sales by BarneyL · · Score: 1

    If you take a look at the web page for the game it's pretty clear why it isn't selling so well on Windows.
    The game looks awful for a start, perhaps this is a good choice given the available games on Mac/Linux it's more appealing but for Windows it looks like the kind of Half-life (one not two) mod you'd expect to get for free and play for few hours at most.
    Not only that but it sells for $19.99 I have no idea if this is a good deal for a Mac/Linux game but running through what I can get for the same price or less on Steam it's pretty clear why it isn't selling on Windows.

  76. Re:This year is indeed the year of the Linux deskt by diego.viola · · Score: 1

    Congrats!

  77. Re:TINSTAAFL (wrong!) by SmittyTheBold · · Score: 1

    Except you're wrong. Memtest86 is largely assembly, based on the (2.2?) Linux kernel. It requires no OS and handles all hardware access on its own. Memtest OS X is a userspace app that one runs from the command line. As it is a "fat binary" that runs on PPC as well as x86, and was around before there even were Intel Macs, I rather doubt it was based on Memtest86 at all. They just happen to share similar names.

    Before you drag someon'e name through the mud, please know what you're talking about.

    --
    ± 29 dB
  78. Re:TINSTAAFL (wrong!) by Just+Some+Guy · · Score: 1

    As it is a "fat binary" that runs on PPC as well as x86, and was around before there even were Intel Macs, I rather doubt it was based on Memtest86 at all. They just happen to share similar names.

    Oops! You're right. It's actually based on memtester, a different GPLed program written by a different author than Memtest86 (and MemtestOSX). Other than that, every single point stands.

    --
    Dewey, what part of this looks like authorities should be involved?