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."
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.
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.
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.
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.
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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!
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.
[...] 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
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.
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