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 This might be an outdated school of thought, but I'd say it goes double for Mac users.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