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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."

8 of 283 comments (clear)

  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 This might be an outdated school of thought, but I'd say it goes double for Mac users.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: 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.

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    3. 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.

  2. 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.

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  3. 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.

  4. 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.

  5. 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 !

    --
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