I'm so happy now that Steam purchases aren't tied to platform and that most gamedevs don't target Mac exclusively. I can just move to PC and keep the games I own. Probably lots of people will do the same.
I'm so happy now that Steam purchases aren't tied to platform and that most gamedevs don't target Mac exclusively. I can just move to PC and keep the games I own. Probably lots of people will do the same.
But this has happened before. Pretty much every pre-2007 Mac game stopped working in 2012 after they removed Rosetta, their PPC emulator.
And 64-bit Intel has been available since Leopard, released in 2007. So that leaves a tiny window of 32-bit only releases.
On the other hand, the removal of OpenGL, if/when that ever happens, might have worse consequences.
You can’t just run transport tycoon, rollercoaster tycoon, or xcom without any sort of modification on Windows 10. You’re either using an open source drop-in game engine or a packaged DOSBox setup from Steam. Or in the case of Rollercoaster Tycoon, a rewritten game (RTC Classic).
Windows 10 doesn’t run 16-bit applications, and Windows 10 doesn’t work nicely with a large amount of Windows XP era software.
The fact that I can still run Age of Empires 2 on Windows 10, from 20 years ago, is amazing compared to the backwards compatibility track records of most software.
If only we all got more than ten years to port our stuff forward.
The reason Microsoft killed 16 bit support (In 64 bit editions of Windows) is that very few people were actually running 16 bit apps at that point. Where Microsoft made a decision based on what their users were actually doing, Apple has a made a decision based on what it wants their users to be doing.
The amount of time isn't really relevant. If lots of your users rely on 32 bit software, you should put in the effort to make them work. Apple products are expensive, and I think it's reasonable to expect this in return.
Regular protected mode code has built in support that allows easily running 16 bit apps, so maintaining compatibility was a no-brainer. The moment the trade-off changed, Microsoft decided to drop support for 16 bit apps.
Personally, I don't mind that very much, because dosbox is a great product that bridges the gap perfectly.
This change, by contrast, feels entirely unnecessary. The amd64 architecture natively supports i386 code. I realize it makes Apple's maintenance burden lower, but, they can deal with that.
And in the process, Apple is asking developers to rewrite i386 code for an amd64 architecture which they ultimately intend to abandon anyway.
AMD64 is going to be around for a very long time; any developer that is having difficulty migrating code from i386 has more fundamental problems than Catalina.
Not only that, the recourse of inspecting and modifying the code isn’t realistic to most people. Many open source projects die just because literally nobody with the skills required to maintain them are interested.
Then you get to certain types of programs where open source provides no benefit: specifically, games.
Games are largely just artistic content. Making games open source essentially means that all the content is going to be taken without compensating the artists. Open source works for other programs because they depend on interoperability. But games are just content, like a movie or book. The source is the product. For other programs, support and continual development are the product.
And doing so has lead to a number of ports that wouldn't exist otherwise.
The artists are still compensated fine. Because they separate the engine from the assets. If you want to play the original game, fine, but own it.
But now the community gets to port the game easier to a new platform. Which is one of the reasons that it's easy to port DOOM to every platform out there.
Translations between the APIs (Carbon to Cocoa, OpenGL to DirectX) might be very hard, but at least upgrades would be possible.
You can't destroy what never existed.
The last ones sting most because the developer is defunct and those games are definitely never getting remade.
Also, wasn’t Quake III very briefly a Mac exclusive?
Where the hell did you hear that? In any event, it isn’t true. Quake 3 was released shortly after Jobs was turning them around from circling the drain. They’re lucky somebody was porting it at all.
It wasn’t the final full featured release of Quake III though. And as stated in Carmacks .plan it was because these gaming communities were so tiny so I’m not sure this is a strong argument for the macs viability as a gaming platform, which was the context of this thread.
I guess in a technical way that counts as a very brief Mac exclusive..
“MacOS still sucks” lol
http://fabiensanglard.net/fd_proxy/doom3/pdfs/johnc-plan_199...
https://web.archive.org/web/20000229083216/http://macweek.zd...
It was also like a week and change gap for Windows. And then the later beta releases were Windows only. The final Mac release ended up being delayed until after Christmas.
http://fabiensanglard.net/fd_proxy/doom3/pdfs/johnc-plan_199...
So, while this will disappoint some people, I think "destroys the reputation" is a bit much. Many game buyers don't care that much.
Going back and playing favourites is an absolutely integral part of gaming as a hobby.
I game on both Mac and PC and I absolutely would abandon gaming on Mac if it stopped supporting older games. Why would I invest in games on Mac if I can’t be sure I can play it later, when I KNOW it’ll work “forever” on PC?
It says more about how some publishers have moved from releasing new games to incremental updates as part of a subscription model than it does about people playing "old" games.
The original Halflife just got a number of security, AI, and other bugfixes.
Does that mean it no longer counts as a game made in 1998?
But I'm talking about games that are getting extensive updates through their lifecycle. It's quite possible that some of these "same" games will be playable in 50 years via slow process of incremental updates. There's no reason to suspect those are any less supporting of modern hardware & OSs than newly released games.
There's already been some unconfirmed talk of GTAV being the last ever GTA, with a hypothetical major update just being a new paid-for area that'll appear in-game one day, as opposed to being a new shrink-wrapped game under a different title like you'd get in the 90s.
Being "old" is not a problem. Being unmaintained is. I bet that every game in Steam's top-100 list is still being maintained.
And 64-bit support has been available in Macs since 2007. Only games older than 12 years missed the opportunity to use modern tech.
People have been playing cards, mahjong, chess, and catch greater than a century, so it's not some inherent ephemerality of games that's the problem here.
And even amongst the retro video game market, people are still playing console and arcade games that are decades old.
There's certainly a trend here, but I don't think it's something we should blame on the players.
Apple Arcade rescues that somewhat.
I'm not a fan of not owning games or not being able to play them offline whenever I want in the future, but Apple Arcade is actually kinda nice so far.
A small nitpick, you don't _own_ the games in your Steam library.
Steam have banned customers and took away access to their paid games library for petty reasons and were sued into accepting refunds.
gog.com is an alternative where one doesn't depend on the goodwill of any company. If you have the setup files and they work once, they will continue to work, at least when the OS vendor pulls an Apple.
One can install and play a game bought from gog.com any time one wants, unlike with games bought from Steam, which have DRM, have to be activated online and must ping the Steam servers periodically.
Your example is valid, but there are plenty of other examples pushing in the opposite direction—for example PS4 and XB1 games delivered on physical media. Yes they'll play out of the box "forever" ... but in order to download important (occasionally critical) software patches you need the explicit blessing of Sony or Microsoft servers. And you could lose these for reasons that are wholly unrelated to your legitimate ownership of physical game media.
At least consoles work without issue in offline mode, although MS wanted to disable that a few years ago, were confronted massive backlash and had to cancel their plans.
A big and relatively recent problem with consoles is that even offline games now more or less require a patch, because they're launched with major bugs.
Not that I care, and note the DMCA/property law has a specific exemption for defeating copy protection if you bought the thing. But it is more work than you make it out to be.
It's also fine to virtualize a copy of macOS on an original hardware, but it hardly does anything for gaming as there is still no GPU acceleration available for macOS guests.
Turns out other comments confirm for macOS, but I was under the impression Apple hadn't commented on it, though a plain reading of the license indicated it was ok.
At some point it was OK to virtualise Home OEM versions as long as it was not running twice at the same time. The wording made it so you couldn’t virtualise Win on Win with the same license but virtualising in a host OS like Linux on the hardware the OEM license was tied to was allowed. I don’t know how that flied with non-OEM Home licenses or if even that changed at some point though.
It is ok to virtualize macOS on a Mac.
I can't
I don't play games much, but I do need some software that only runs on Windows, and do this. One VM is Win7, the other is Win10. Neither get network access, so I don't worry about either surveillance or updates.
I also have a VM that runs a really old version of Debian, because I have a couple UPSes that don't support modern ssh.
I suspect we'll also see phone emulation for compatibility becoming more of a thing. Granted, the vast bulk of that software is garbage that nobody cares about, but there are things seeing increasing enterprise use. Someone will go out of business and orphan something people count on at some point.
I'm struggling to think of any games in OS X era where the Mac would be even close to the easiest or best place to play them.
I appreciate the notion that if you've bought the software you want to be able to keep using it for as long as possible, but we're talking about the niche-est of niches here.
Seems I won't update to Catalina or I need to find a longterm solution with VMs.
I wonder if selling Mojave disk images with games pre-installed would be profitable.
Personally to avoid the problem on any platform, I took to making my own pipeline for rapidly iterating on games. Currently able to quickly cut and paste together a variety of experiments in my editor, play a bit to feed my urge for novelty, and happily save money not buying them.
I have one passion project which is a mix of isometric graphics, kotor group based single player, a “neverending” procedural world. Currently working on a system to have a chat bot feed NPCs dialog, as an experiment in “never ending” story building. I’m having more fun imagining and building it, I don’t even care if I finish it. Way more engaging than yet another “Skyrim clone with tits” or COD 19: Farting Dust
Like you said the major interest in a game is at launch, there’s not the same long lived community building the games used to have. Other than prettier graphics, there’s been little interesting going on, especially in the AAA space.
Even much of the indie scene is nostalgia dripping pixel graphics and same old design.
I am done spending on the business friendly view of what my hobby should look like. It’s generating too little new information of interest to me.