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- Linaro reveal they're collaborating with Valve for the Steam Frame
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Last edited by Shmerl on 7 Jun 2020 at 6:41 am UTC
Feral not being able to make supporting Linux gamers financially sustainable is a bad thing. What we want is for game devs to realistically look at the costs and benefits of supporting us and say to themselves, "yes, that is profitable. We'll do that." Even if they do that, most of them won't be on GOG.
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Last edited by Shmerl on 7 Jun 2020 at 6:57 am UTC
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Skilled support is a problem. Now they have someone to address it or they are training these people in-house. I see it as a much better situation, than studios looking for external experts.
Last edited by Shmerl on 7 Jun 2020 at 7:02 am UTC
Making games for Linux is no harder than making games for Windows. Lots of people manage it. You'll likely need to learn different tools, but it's fundamentally the same stuff.
Making your games work on Linux from the start makes making games easier: you have another path to finding bugs, which makes your game better faster. You avoid platform-specific assumptions. The people who can do this already do.
For all the rest, they have one platform that they're familiar with and they can bludgeon their code to work on other fixed platforms if the market share has made the tools that will do that for them widely available and easy to use. Sturgeon's Law applies to game devs just as much as everything else.
They are absolutely terrified of ballooning support costs from supporting "all the fragmented Linux environments." They don't understand it, they don't use it, and their normal habits make things way harder for them and increase their costs from the start. Soothing those fears is the service that Feral provides: "your costs will never be higher than our fee and our royalty from all the extra sales we generate." If Feral, with their years of experience, can't keep that profitable, then what chance do green devs, who are likely to cock up at least one thing, have of making the case that it's viable for their company?
Support costs are what scare them, and losing Feral will scare them more.
People that can develop properly will continue to develop properly, and some fraction of those will release games for Linux.
If Stadia is moderately successful, which is still an open question, then the corner-cutting devs will be throwing together a Vulkan game rather than a DirectX game, which is a win. They'll have tested their game on at least one version of Linux, which is a win. More of the middleware that they grab off the shelf without thinking is likely to work on Stadia, and so Linux, which is a win.
Maybe that will be enough to lower costs. Maybe the marketshare will grow enough organically so that the revenue is there. But it still needs to be profitable, and it needs to be seen to be profitable. The failure of the only porting house that gives a damn will be a blow to that, no matter how much you'd really like a high-profile Linux game on GOG.
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Last edited by Shmerl on 7 Jun 2020 at 9:17 am UTC
Costs can come down, revenues can go up. I hope they do. But we aren't there yet. Stadia might help, or it might not, but we don't know either way yet.
For a competent dev, the cost of making a Linux version is likely negative in a lot of cases. You find bugs faster, which means that you either have time to add new features, or you can release earlier meaning you don't need to pay staff and costs for as long before you get to move onto the next thing.
The cost of supporting a Linux game is an entirely different thing.
If you're a competent dev, support costs are likely still low, but non-zero. You need to test. You need to have support staff that know what they're talking about. You need a distribution channel. You need to minimise the weird stuff that your game does. You need to be responsive to changes in your customers' environments as upgrades happen, and drivers change, and so on.
Most devs won't have built their game multiplatform with Linux in mind from the ground up. There will be middleware that needs to be replaced. There will be assumptions that were made that are only true on Windows, so code will need to be redesigned. You need to pick your target from an overwhelming variety of distros that you know nothing about. Trying to do it after the fact is a nightmare. And for apparently less than 1% of the market.
That is the part that Feral takes off the devs' hands, and where their expertise is. They take something made with no real consideration of Linux and turn it into revenue and good reviews with no particular extra effort on the part of the devs themselves.
More native games from developers will be nice, but there are an awful lot of developers for whom Linux is not a primary target and won't be for quite a long time. If it were a primary platform for them, making the Linux game would be cheap, but it isn't, and so supporting the Linux game is really expensive.
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Alternative option would be help training developers, for those who actually are building up that expertise, working with studios directly. That's what Google are doing when helping those who release for Stadia. Since you said that experts are hard to find so far, that should be a good option for a while still.
Last edited by Shmerl on 7 Jun 2020 at 4:19 pm UTC
I don't think Feral will just start developing their own games, that's a whole different world imho. That said their mobile ports are already quite different than the originals with regard to UI and controls, so the results are already more than just straight ports.
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I don't see porting companies continuing what they are doing in the long run. Both commodity engines supporting Linux well and studios building all that expertise in house means there won't be enough need for them.
Last edited by Shmerl on 7 Jun 2020 at 6:28 pm UTC
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Last edited by Shmerl on 10 Jun 2020 at 5:09 am UTC