Earlier quoted context omitted.
The distribution bit is fairly irrelevant -- yes, you have different packages and filesystem standards, but those are trivial and have mostly been solved. The real problem for Linux games is platform fragmentation: every distribution has a specific set of libraries running with a specific set of kernels, they change very quickly, everyone can compile them with whatever flag they feel like... Anyone distributing binar…
No, the distribution bit is key and critical. "OK, so we're going to do a Linux version. How are we going to get it into the hands of our customers? What, we need to set up a download infrastructure for that? No, that's way too much overhead for a Linux version. What, we're supposed to partner with a small niche digital distribution platform we've never heard about? No, not worth it, either. Wait, we can just upload…
I think the bottom line is the opportunity price, and it's still way too high for Linux overall -- it's harder to support, harder to develop against, brings a several-orders-of-magnitude-smaller userbase who mostly resents having to pay for software... easy deployment won't change that figure very much, IMHO, but I'd be more than happy to be proven wrong.