Hemisphere Games Reveals Osmos Linux Sales Numbers
An anonymous reader writes "Hemisphere Games analyzes the sales numbers for their Linux port of Osmos and ask themselves, 'Is it worth porting games to Linux?' The short, simple answer is 'yes.' Breakdown and details in the post."
A few other interesting details: the port took them about two man-months of work, the day they released for Linux was their single best sales day ever, and they got a surprising amount of interest from Russia and Eastern Europe. Their data only reflects sales through their website, and they make the point that "the lack of a strong Linux portal makes it a much less 'competitive' OS for commercial development." Hopefully someday the rumored Steam Linux client will help to solve that.
> If it took two months to port a puzzle game, imagine how much time and expenses it would take to port a big-name...
One suspects most of that time was learning a new platform. If Linux was a target from the start and the game house had done it before the porting time would be less. To begin a cross platform library like SDL would probably be selected at the start of the project. Porting would then be a minor problem. Even better would be to divide the development team's workstations and develop all targeted platforms in parallel to catch cross platform issues during development. Done that way a wide targeted product should not add more than a couple percent to the development costs.
Another idea. If a game house or group of them developed a common repository the distribution costs could be minimal. This doesn't require their wares be free either. Activation keys/etc could still be used while using repos to eliminate installation problems, distributing updates, etc. Who needs Steam? Better, who needs to cut Steam in for a cut for something Linux has native?
Democrat delenda est