You're criticizing an indie game developer who feels he just wasted 3 years of his life making a failure, for not spending the extra year or whatever it'd take for it to be cross-platform?
You're criticizing an indie game developer who feels he just wasted 3 years of his life making a failure, for not spending the extra year or whatever it'd take for it to be cross-platform?
As an indie developer, you need to maximize that market coverage (and develop with portability in mind).
Having said that, it's probably not the primary reason why his game failed.
- The amount of pain one needs to endure to get a Linux desktop to work as it should is huge, and there are several competing packaging providers with no clear winner, and all have very much hidden gotchas that they do a poor job of explaining ahead of time.
- Making a cross-platform Electron app that behaves well and up to to snuff on Windows, Mac and Linux is not even close to easy. The fact that JS theoretically works on all three platforms buys you way less than most people think.
Source: I'm making a cross platform Electron app that supports Linux.
You plug in your Ubuntu drive and install it, it detects your video card and install the drivers.
Everything just works, when people rag on Linux desktops they are talking about Linux from 6 years ago.
A ton of effort has been put into making the experience smooth and there are multiple projects to make it even more user friendly like elementary os and popos
You also don't need to support every distro on the planet. Just focus on Ubuntu. With proper planning and choosing your game engine wisely it's not the biggest deal to build for Linux.
If you support Ubuntu+Debian (1.15% user base globally on average), the next feature request you'll get will be Xubuntu, Arch, and then some smaller distros which has their own undocumented quirks, they'll ask for 32 bit versions (0.0015%) to run on ancient machines that aren't really powerful enough to run the app anyway, and there goes the rabbit hole.
(In the meanwhile, Windows users are 85%, Mac OS is 13%. We're talking about fractions of fractions a percent here when you move out of Ubuntu x64)
These features will be framed as "You're supporting Ubuntu, getting it to work on this {{similar_distro}} is so close, you should do it and you'll have a lot of users". It's not that they're wrong or malicious — it's just that their concept of a lot of users is a whopping multitude of three people.
I'm also purposefully ignoring the more acrid side of the Linux community where they'll call you names, find your personal email, and make sure it's the first thing you read in the morning for not pulling heroics to make it work for their distro of choice (0.0000075% user base).
All in all, not worth it, really. Not financially, not logically. Not from a human point of view, either.
Here are a few things I've found helpful if you're making a desktop app for Linux:
- Consider charging Linux users for support. This is justifiable because for every Windows support request, there are likely 10 people that experienced the problem and haven't written to you about it, for Mac, 2-3, but for Linux, very likely you're only helping that single guy only. This is the best way to do this, but since my app is free, I don't really want to set up a payment infrastructure.
- Make your app free, and ask Linux users to either make their own builds from unpacked releases, or pay for support for their distro on a rolling basis. You don't really expect anyone to take the latter, but it does wonders to cut down on requests in which people demand you support their favourite obscure distro of choice with no help or support from them.
That said, I still provide Snaps, as it's the closest I can get to a universal Linux runtime. This exposes me to requests to provide AppImage, Flatpak, and some other stuff even then, but it's way better than trying to support distros directly. [0]
[0] I tried to support AppImage, I gave up after a full day of trying. Flatpak had similar issues. One of the core developers of AppImage reached out trying to debug, and I helped him as much as I could — but the point is, while the intentions are pure, and I'm glad for the effort, this is deeper and deeper into the red in terms of price / performance.
But yea from my experience the game market is a little different because there is a growing group of people that rather would not boot Windows for gaming and instead stay on their platform. This group of people is very thankful for ported games.
Also, it is a legit thing to point out when and developer complains about the lack of sales.
I have personally used hundreds of dollars on linux compatible games.
Some years ago, but that is explained by a sharp decline in the quality of games included in their offers (which was about the time they dropped ensuring that their bundles were compatible with the three platforms). A better question would be when I last spend money on (game) software for linux. The answer is 28 hours ago.
I concur that the market is small. But when your sales are small too, it is not smart to throw away access to a market with a higher proportion of dedicated users and consumers. From the perspective of tech, less time may have been "wasted" on infinitroid if the developer used more off the shelve solutions that would help with multiplatform targeting.
In the end we are just basing our arguments on our gut feelings. I doubt very much that Valve would push as hard for gaming on linux as they are doing if they didn't see the potentials of sales for the platform in their data. But time will tell.
[1] https://www.gamingonlinux.com/articles/linux-game-sales-stat...
[2] https://www.gamingonlinux.com/articles/president-of-blizzard...