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Why make games for Linux if they don't sell?

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41–50 of 75 posts

Re: Why make games for Linux if they don't sell?

#41
post #21

200-300 people is enough? Surprised it's that low even for a lone dev

Lone dev in low-cost country (Romania) and seemingly churning out a title every few months. Say 5 titles per year at 30 euros with 200 customers is 30.000 EUR per year, or 2500 per month - a very respectable salary even in countries like Italy or France. Throw in a couple of freelance contracts and you’re doing pretty well.

The only limit, really, is that it works only as long as there are very few competitors.

Re: Why make games for Linux if they don't sell?

#42

Earlier quoted context omitted.

Windows still lets you download and install software last I checked.

For now. My guess is that one of the reasons Valve has been working so hard on the Linux gaming front is the fear of this changing.

You're saying they may take an Apple approach and attempt to further scare people from downloading trusted .exe's and such?

I think Microsoft has been having a bit of a change in attitude just because they're more focused on making money in software. They don't care where you buy it so much as they get a chunk of it somewhere. But what do I know.

Re: Why make games for Linux if they don't sell?

#43

I regularly go through my Steam wishlist and remove any game which doesn't support Linux. I am probably the only one, but it is something I do.

Same here. I don't know why but I do. I know windows software will still basically work after about 10 years, especially now. But I still feel scarred from earlier steam sales where devs just dropped the ball and let their games rot to be only compatible on Windows 7 or jesus even XP.

There's very little money for the most part in updating old games. The same is true with a lot of old books, among other things.

Re: Why make games for Linux if they don't sell?

#44
post #38

Earlier quoted context omitted.

If a game is on Stadia it can already be played on Linux via Stadia and a web browser. It can also be played on macOS. I thought that's where you were going with that.

They are saying that if a game runs on Stadia then the vendor must have already done the work to port it to a Linux-based platform, since Stadia is a Linux-based platform.

Android is a Linux-based platform. The hard part of dealing with Linux is that the userland-is-a-free-for-all model means there are effectively hundreds of Linux-based platforms out there to deal with.

Re: Why make games for Linux if they don't sell?

#45
post #10

Earlier quoted context omitted.

When making a game for Stadia you can target a very small subset of hardware and test on those on one single linux distribution/software stack (at the moment all stadia servers are identical). When you make a game that anyone can download on their machine the amount of different hardware + os/driver combinations grows a lot and requires a lot more effort for a quality product.

The success of Stadia means more developers who are comfortable with Vulkan and linux as a platform. That should give us better ports and even more Vulkan first titles. That could lead to better driver support (at least from Nvidia :| ) on 'nix, and so on and so forth.

Success of Stadia? It's barely Presence of Stadia at this stage.

Re: Why make games for Linux if they don't sell?

#46
post #5
post #2

I don't expect to play any big AAA titles but I also remember only having Nethack and tux racer. So I am over the moon being able to play these current titles on Linux. Caves of Qud, Dead Cells, Hollow Knight, Rimworld, Oxygen Not Included, Stellaris, Civ, Streets of Rogue, Pillars of Eternity and many more. Those are just my favorites so I hope others will list theirs.

Hey don't forget XBill, Linux game of the year 1994

There was also a tank game, and a star trek game where you configure your ship and fight with it (and if you configured max cloaking, you regained energy while cloaked). Good times.

Re: Why make games for Linux if they don't sell?

#47
post #3

Because if you don't then you can be sure that they will never sell. And Linux is the only game platform without garden walls.

> And Linux is the only game platform without garden walls.

What do you consider a garden wall? Anyone can create and publish a Windows binary without permission from anyone. It might even be possible to do this from Linux, using 100% GNU tools, though I'm not entirely sure about that.

Such binaries will create a warning if they aren't signed, but from a user's perspective that isn't materially different from requiring a "chmod +x".

Re: Why make games for Linux if they don't sell?

#48

Earlier quoted context omitted.

Windows still lets you download and install software last I checked.

If the software is new or obscure then it'll be blocked by Defender unless the user knows the override ritual. Code signing may help.

Feels silly comparison...if someone can't dont that you can rule out them running Linux.

Re: Why make games for Linux if they don't sell?

#49
post #36

I really don't understand why anyone would waste the energy to target Linux beyond making sure that your Windows build also works on Wine.

Even when that's done it never seems to be officially supported. Probably because too much is out of their hands to make any guarantees.

You simply cannot offer support for Linux users because everything above the kernel is optional. Even if you limit yourself to a few distributions they have a bad habit of changing fundamental userland components every 2 years. Hell, Ubuntu nearly dropped 32bit lib support and consequently their status as the only Linux officially supported by Steam.
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