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 This might be an outdated school of thought, but I'd say it goes double for Mac users.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.
It seems that the poor blog has been Slashdotted, so here's the Google cache entry for it complete with graphics.
Targeting a larger audience results in more sales. Who'd have guessed? :p
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.
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.
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.
Your reasoned commentary singles you out from the herd. Stupid zebra, you're crocodile bait now.
Yay me!
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
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.
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.
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.
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?
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
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.
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
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.
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'.
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)
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.
(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.
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.
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.
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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