Why make games for Linux if they don't sell?
theregister.com
theregister.com
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.
It was a turn based space strategy game. I absolutely loved it and spent a large part of my adult life looking for a modern alternative.
On the plus side, if you use an engine like Unity, making a binary for Linux is no longer much of a problem (you don't have to wrangle xplatform libraries etc). On the minus side, actually testing and debugging things to make sure things work for customers who use a variety of distros and hardware is hard, especially since Steam tends to only officially support a single (usually outdated) version of Ubuntu at a time.
Larger teams will have the resources for this. But where it really hits hard, is the small indie team made up of Windows devs (as game devs tend to be), when the port is not completely turnkey (like, say, porting a Unity game to MacOS) and requires debugging in a completely foreign environment, when you know you might not get sales to pay for this work, and you're already under deadlines to fix a million other things.
Part of the article suggested that building Linux first is easier, because porting to Windows should mostly just work.
Check out the db https://www.protondb.com/ I have some games playing with proton and there are no issues at all.
Personally, I run Linux as my daily driver and I hope game developers see the success of Steam's Linux support and decide that targeting Linux is viable and worth doing. But I wouldn't assume that building for Stadia necessarily has a big overlap with building for consumer Linux.
That could lead to better driver support (at least from Nvidia :| ) on 'nix, and so on and so forth.
Sure the distance is smaller then starting with the Windows or Xbox/Playstation versions but there is still a lot of work to get it to work on any random pc someone builds.
I understand, and agree. Exposure to Vulkan, Linux, and the related optimizations is helpful and I personally considering it a bonus and assume it will have downstream benefits (maybe im delusional) for gaming.
And Linux is the only game platform without garden walls.
Which allows you to just plainly sell games from your own website or use one of the many stores.
Oh side note, you can change your Xbox into a "devkit" and install basically any homebrew app. So technically, you can bypass its walled garden.
This should really be a case study: don’t piss off your customers and developers before you have all your ducks in a row. Something that clearly others have not learnt, e.g. RedHat with their CentOS fumble a few weeks ago.
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.
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".
1. The Radiohead model: download and pay anything from 0$ to X$ as you wish. IIRC with the Radiohead release X == 100$.
2. Sell Merchandise. If your game features a character like Lara or Mario, this could go very well.
There used to be a lot more of this in the early days of indy development. Postcardware for instance, were you would "pay" for the software by sending the author a nice postcard.
Have we already forgotten how when HumbleBundle first launched, Linux accounted for 20% of its sales? (then worth only a 1% "marketshare"). The other 20% being mac (4% marketshare) and 60% windows.
Steam seems to have pretty hard numbers and the linux number are tiny.
If that's the case, then perhaps that's the way to go for anyone who wants to build a Linux AAA-gaming box.
The only limit, really, is that it works only as long as there are very few competitors.
There are still issues with the drivers, I'll give you that. But at least AMD/Mesa is moving fast to adopt features. NVIDIA is going to be NVIDIA but at least they are not skimping on implementing OpenGL and Vulkan extensions.