Agreed, but there is something you are overlooking in the financial planning. This article explains it quite well:http://blog.wolfire.com/2008/12/why-you-should-support-mac-os-x-and-linux/Especially the 3rd point, vocal minorities (or: word of mouth) is very important I'd say.
Of cause it is very costly to port an existing dx-only game to ogl. But I don't see any reason why a game developer should start with dx to begin with. SDL and OpenGL are just as powerful and offer easy access to graphics cars as well as the sound system and controls across many platforms. Chosing dx for the engine means that the developer willingly locks himself in and can never again change the system without huge cost (which is basically the whole reason why MS is making money, because most of the market is locked in and it is very costly and in many fields simply not possible to get out).Is it just me or does that look like a very, very bad long term strategy? If there is any possibility to avoid some lock-in effect a company should take it in my opinion. It may not make a difference today but 10 years from now you might be very happy.
So yes, porting GC2 or Sins to Linux is probably not possible. But you can still release your next game with an OpenGL engine
Generally people tend to over-estimate the windows gamer market and underestimate the GNU/Linux market. Most windows users are not gamers and most games are not made for windows. GNU/Linux has estimates from 1%-5% of the PC market. That's a few million people, of these millions, say a couple of hundred thousands are also gamers. Trust you me, that these gamers will reward developers who look to their side in order to provide an incentive to keep doing so.
GnU/Linux users are more than happy to pay for something that is worth it, check out for example Penny Arcarde's On the Rainslick Precipice of Darkness which runs natively. And Stardock already realizes that people will not copy a game just because they can, otherwise they would have used DRM. If they can give the game out through Impulse with no DRM to windows, they can do the same thing in GNU/Linux with no fear.
I believe that game devs should be making sure their game runs well on wine as they code it. Wine has already a lot of developers working on it and if internal game developers cooperated with them, it would certainly make the job easier. The problem right now is that wine devs have to work alone and reverse engineer the solutions to problems. Each wine game can be taken over by a "maintainer" which can easily be the developer. He can then see what problems there are and help to resolve them through internal knowledge and cooperation.
Yes, and the reason is windows lock-in and that most people don't know better. Check what happens when they do
Windows is a good gaming OS, but it is total crap for doing serious work. It's a toy OS. Just to play a GC2 game, I should reboot to Windows. Now, while in Windows, I cannot alt+tab to the more serious applications that I use under Linux. This makes it a serious annoyance.And here is the commercial reason to make games compatible with Linux. If there is a Linux version of a game, I am prepared to pay good money for it, since it makes enjoying the game to so much more comfortable.
Why? Having coded for both Direct3D & OpenGL, I prefer OpenGL any time.
The problem is that the size of the PC gaming market is known. With linux, who knows? Developers and publishers can make a reasonable estimate of the potential customer base on Windows for any given game they're going to release. And you make the point that most Windows users aren't gamers, so the same would hold true for Linux gamers.
Lets say for a moment that there are 1,000,000 Linux Desktop Users world-wide. (A low number I know, but it's an even one for the purpose of example)
Playing with the number of Linux users in total you get different final numbers (3mil total ends up with 114k at the end). But my estimates above are probably aggressively positive (I don't have sales figures, I'm just carving up the total based on guesses. I'm probably assuming more users will buy than actually will).
So we've defined a, by comparison, ridicuously small potential audience for a game on Linux. But remember it's a guess, no one really knows how these numbers actually pan out, and with the costs of developing games, and later supporting them are skyrocketing it's hard to throw a lot of money at a complete unknown.
And honestly, I feel one of the single largest barriers to getting games onto Linux is support. Oh my lord supporting software on Linux is a logistical nightmare. There is no single base configuration you can count on. One can't assume that anyone will have X version of Y library, or that they haven't done something hacky to circumvent a problem on their system. The state of Linux video card drivers is also a shakey thing. They lag behind Windows drivers as a general rule. Same issue with sound. Toss in all the different distributions there are out there that behave very differently, and you have a test and support matrix that is crazy.
I think you're making things look too grim on the support side. Problems like missing libraries are almost never encountered and when they are the solutions are found and publicized immediately. The hacking and distros behaving differently does not really apply as all use the same standarized filesystem and it's a rare case that the way a distro is made will have any effect on the closed source program if you code it right (ie, don't hardlink to speicific files in a specific directory). You're making it sound much scarier than it is.
I can agree with the VGA drivers (sound isn't really a problem as you have pulse audio and the like for that) although I don't know what severe effect a few versions of delay can have.
But seriously support is one of the strongest points of GNU/Linux. Just look at how much support popular and semi-popular games on wine are having. Not only are people willing to peer-support but the whole culture is that way that information is found and shared ASAP.
As for sales, well at the moment it is estimated that there are 29mil of GNU/Linux users. By your calculations that means there are potentially ~1.1mil users who would consider buying the game. Even if I consider that you overestimated and the number of potential buyers for a strategy game is half that much, then for a 45$ game you will still earn $27mil! Cut that in half once again. $13.5mil
Is that really an amount you can afford to lose?
And that is by considering that you overestimated, which I do not think you have. I consider that you have ignored that huge amount of buzz the a large commercial non-fps title to fully support GNU/Linux will have on the community. I believe that were you to attempt something on this scale, not only would the community rush to support you by avoiding piracy and buying the game even if it's not wholly their style, but you would get tremendous amount of support on the platform because the hackers would rush to prove how superior the platform is.
But most of all, I think the free publicity would be outstanding.
IMHO, the problem is that nobody even tries to do it. Everyone (from the large gaming companies) seems to be waiting until someone makes an attempt.
The 29 million number does not specifically target desktop users and the number is outdated from 2005, which was before the Linux market size wrote numbers in billions of $$. I think web browser statistics are more realiable, which show the Linux market share to be around 1%. As the total PC desktop market is something in the order of 600 million desktop users, the number of Linux desktop users should be about 6 million.
The issue about supportability is already well tested in the professional world. We see that some distributions are officially supported by most software vendors, mostly SuSE & Red Hat. Most software vendors are still helpfull when users run a different distribution, as long as they have the knowledge to perform specific instructions ordered by support people (i.e. please upgrade package X, please set environment variable X like this).
Linux support is not really much harder from Windows support, but very different. For example, handling drivers issues can be very easy on Linux, because the kernel comes with a set of high quality drivers. A too old kernel can be easily diagnosed by a support engineer and followed by an instruction to upgrade the kernel.
The main problem regarding support is that the infrastructure does not exist. Many publshers have support teams in many countries, which do not have people that have the skills to diagnose typical Linux issues. This makes supporting Linux more expensive. ID Software evades this problem, there is no Linux support on the CD by default, the publisher hasn't sold Linux support, so don't bother the publisher with it. You can download the Linux exe from ID's website and use the forums in case you have problems.
They're not losing it to begin with.
The development of a game is a big "loss" and every sale contributes to turn that "loss" into a profit. Linux sales don't contribute any less to this than Windows sales. The question is how much additional costs have to be made to get these additional sales in.
If middleware like OpenGL, OpenAL, SDL and so on has been used to write the game, the additional development effort can be negligible. In such case, it can become a very good business decision to release Linux and Mac versions, especially because Mac support often comes for free once it runs on Linux.
However, if the coders have programmed themselves into a corner, the effort to port a game can be huge and I fully understand that the Linux gaming market is too small for such efforts.
That is true, although the devs might be able to alleviate that if they help with wine maintenance.
Well, fixing/improving Wine's DirectX emulation on top of OpenGL by programmers that are unknown to the Wine source code, doesn't sound an easy port, and therefore, it won't be cheap. It would be a different thing if Galciv2 ran close to perfect under Wine, but alas it does not.
But basically the choice you have is reimplement the engine in OpenGL, or link against Wine's Direct3D implementation. The Wine route would probably still be the most realistic one for a game like Galciv2.
Very funny... i am a Linux user and i use Sins on Linux... I have Win Xp pro x64 too but there, i am limited to 4 gb ram and only 1 core... using the game on Linux, i have game who have reach the 10 gb ram, something impossible on Win... i use a virtual processor ( 10 ghz ) to boost sins speed in place of 8 core at 2.66ghz where sins use only one of them...
More, i can on linux use my bios "discrete MTTR allocation" who work only for linux/unix system with more of 4 gb... it allow faster and better graphic effect... my driver is a nvidia one, one of the lastest version a dev version with cuda engine... ready to handle directx 11...
DirectX is not a problem for game on Linux... the big problem is the online gaming... at the begin, two problem was stopping us for online game... one is resolved, people are working on the second one... some other people are working on the impulse problem too...
About opengl... it is more used that some think... Only Windows and Xbox use DirectX... Linux, Mac OS, playstation 3, Wii, Nintendo DS, Playstation portable, Iphone, Android, Symbian Os and more use opengl...
One more advantage... using wine and playonlinux, i have several installation of sins... one for any upgrade, each with his own mod related to the sins version.... one click, i have the 1.05 with 7DS... a second click and i have the last version 1.12... both version can run in the same time, on the same desktop... try to make this on windows ( without using any virtual machine )...
Sound support problem... don't know them... my 7.1+2HD box work great... my supermicro install CD have linux, unix, solaris, mac, win, and vista driver...
For info, sins run ( not perfectly ) on openSolaris too... Some people have it running on Mac with OS X...
Im with you 100% there. I have games on one of my linux machines, but tbh i only have them on there because i can't get them for windows! Its amazing how good free arcade games get when there is nothing 'better' to compete! I do not see linux as a gaming platform, because it simply isnt good at it.The only way for gaming to come across the OS's is for some really clever dev team to get loads of funding to create a better way to implement the 3D graphics in games. Maybe intels new ray graphics will do this? And TBH if i have to pay £30 to intel to put cutting edge games on my linux boxes id be chuffed!
Why isn't it good at it?
What? OpenGL?
Guys, find someone with a GP2X, take a look at it and think again wether Linux is unsuitable for games. I never had so much fun with a handheld as with my GP2X. And yes, there exist commercial closed source games for the GP2X (which allthough marketed for the GP2X are technically generic Linux games for the ARM processor).
The reason why no one makes large commercial games with Linux or Mac in mind is that the incentives simply do not exist. DirectX is used commonly because of it's big name support and the fact that most programmers in the industry are comfortable with it. To transition to OpenGL would require retraining and a loss of man hours. On top of this is the fact that Windows is, and shall be for a long time, the overwhelming majority of the PC userbase. From an economic stand point, the Windows market is the best option by far, and the easier it is to bring the consumer a product for this platform, the better off you will be economically. With most Linux and Mac users running Windows to play games anyway, there is simply no logical reason to focus ones efforts on the smaller markets for the sake of "growing" them. All this talk of lost sales is hollow, as people who use Linux and Mac who want to play these games will do whatever they can to be able to, even if it means buying/stealing a copy of Windows to do so. The idea that we will all be worse off by having game developers focus on Windows is a poor arguement, as an shift toward Linux or Mac as a viable platform for selling games will bring about a shift in developers towards making games for these platforms. Please consider economics before making an arguement based solely on platform faith.
~No Name McGee
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