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PC Games (Games) Entertainment Games

More Bioware For Linux? 287

GNious writes "Bioware has a thread about porting the upcoming game Dragon Age to Apple Mac OS X and/or Linux. Debate include such topics as porting houses, physics engines and the value of the market, with an enormous amount of requests for such games as Neverwinter Nights 2. With the potential for selling upwards of 1000 copies (counting individual requests) of a game at possibly $50 each, is the decision to exclude a platform and the associated revenue the correct one, or are the petitioners the ones that have gotten it wrong to think that their ca 1-5% marketshare matters?" I think the unfortunante reality is that in today's gaming market, you find that fewer people are willing to take a chance on the sales for these smaller markets -- too hard to predict revenue, and too hard to (some would say) to do the porting.
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More Bioware For Linux?

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  • by suso ( 153703 ) * on Monday November 27, 2006 @10:17AM (#17000880) Journal
    The problem with counting requests like that is that there is not a lot of follow through. I'd say that half or less of those people requesting will actually purchase the game. I myself bought a copy of Neverwinter Nights 1 as well as UT2004, Quake 3, Doom 3, Sim City 3000 and a few other games that work under Linux. Provided that I would have enough time(have a daughter now) I will buy a copy of NWN2 if they make a Linux client. But from what I've seen and heard from many people in the past, a lot of gamers talk talk talk and don't buy. Its easy to say "Me too", but most can't or don't pony up. Then again, there are probably a lot of people who don't say anything, but end up buying a copy to use for Linux. They need a better metric for counting the number of used Linux clients.
  • do the math (Score:5, Insightful)

    by Anonymous Coward on Monday November 27, 2006 @10:19AM (#17000894)
    The potential to sell upwards of a thousand copies at 50 bucks a piece. Man, they could make, like, 50,000 dollars on that! I can't see why they wouldn't invest hundreds of thousands or possibly millions for a return like that!
  • porting (Score:4, Insightful)

    by unluckier ( 916763 ) on Monday November 27, 2006 @10:20AM (#17000914) Journal
    porting? why not just *trying* to make it platform independent from the start?
  • Re:do the math (Score:2, Insightful)

    by LiquidCoooled ( 634315 ) on Monday November 27, 2006 @10:21AM (#17000920) Homepage Journal
    If your development process involved coding generically (OpenGL is a good base) then porting is just a matter of recompiling.
    Sure you wouldn't want to specifically port a project when 50k is on the line, but if it takes half a day to sort out dependencies and linking then your 50k is looking better and better.
  • by elrous0 ( 869638 ) * on Monday November 27, 2006 @10:23AM (#17000932)
    I think the unfortunante reality is that in today's gaming market, you find that fewer people are willing to take a chance on the sales for these smaller markets

    That's how the market works. The fewer people willing to buy something, the less they'll be willing to invest in porting it. If you really want to help get these games ported, work to increase Linux's market share. The more people that use it, the more ports you'll see. That's just the way it is.

    -Eric

  • 1000 thats it? (Score:5, Insightful)

    by grapeape ( 137008 ) <mpope7 AT kc DOT rr DOT com> on Monday November 27, 2006 @10:24AM (#17000946) Homepage
    If the potential is only 1000 copies at 50 bucks, why would any company bother? 50,000 will pay one low level programmer with no testers, no marketing, not even budget for changing the system requirements graphics on the box. Porting to Linux is nice, and for the companies that do it god bless them, but to expect it is a bit outside reality. Like most Linux projects it has to be a labor of love since it has no room for being a labor of profit.

    The only way I really see any growth in the Linux games market is either an exponential growth in Linux users or companies adopting an open source partnership to allow games to be ported by volunteers.
  • by HappySqurriel ( 1010623 ) on Monday November 27, 2006 @10:25AM (#17000956)
    In the long run I imagine that this will not be an issue ...

    In 10 years computers will be (about) 100 times as powerful as they are today and it will be too expensive to create games which really push these systems to their limits. When that happens I expect most game engines will move to be programmed in Java (or another interpreted language) in order to improve the portability between Handhelds, Consoles and the PC; once a game is developed in Java (or another interpreted language) it should be reasonably easy to port it to Linux/Mac.
  • by diersing ( 679767 ) on Monday November 27, 2006 @10:25AM (#17000958)
    One issue might be that, in general, techies run Linux. Gamers, because they see what platforms are being serviced, don't run Linux as it would cramp their gaming lifestyles. I know everytime I try to make my house Linux-only, my gaming itch flares up and I bang my head against Wine for a while before breaking down and re-installing Windows. I don't recall ever seing a game for Linux is CompUSA/Best Buy/Frye's as long as I can remember.
  • Re:do the math (Score:3, Insightful)

    by muridae ( 966931 ) on Monday November 27, 2006 @10:26AM (#17000972)
    Portable code is nice, but how much portability do you trade to get the game optimized? Look at the complaints about 'Brand New Game' and see how many people whine that the minimum spec will barely run it. When a game has to run at top speed on several different platforms, you might have a portable base code and then tune from there. Or you can write tuned code and try to port it if there is enough of a market. Guess which option the publishers are going to want you to take?
  • Re:do the math (Score:3, Insightful)

    by HappySqurriel ( 1010623 ) on Monday November 27, 2006 @10:28AM (#17000998)
    It's actually more complicated than that being that many/most PC games use DirectX to handle sound, input and (possibly) networking ...

    If you plan ahead and use OpenGL and OpenAL it shouldn't be too costly to port a game (probably only a month or so of work for a couple of developers) but until there are much better open source libraries (beyond OpenGL and OpenAL) you will require more than a recompile to get your game to work on Linux.
  • Re:porting (Score:2, Insightful)

    by arth1 ( 260657 ) on Monday November 27, 2006 @10:30AM (#17001010) Homepage Journal
    porting? why not just *trying* to make it platform independent from the start?

    And how, pray, do you do things like sound platform-independently? Synchronised with the picture, even?
  • by Anonymous Coward on Monday November 27, 2006 @10:43AM (#17001124)
    Perhaps I'm mistaken but we have so few games available for linux, you'd
    think there would lots of pent up demand for ANY games on that platform.
    In terms of absolute number of sales that's a factor how much it is marketed
    I suppose, but you might double your sales?
  • Why Port (Score:5, Insightful)

    by 99BottlesOfBeerInMyF ( 813746 ) on Monday November 27, 2006 @10:48AM (#17001178)

    I think the unfortunante reality is that in today's gaming market, you find that fewer people are willing to take a chance on the sales for these smaller markets -- too hard to predict revenue, and too hard to (some would say) to do the porting.

    The really smart gaming houses that know their titles will be successful (look at Id and Blizzard) also know that coding their titles to be portable is the way to go, even if they don't want to target other platforms. It encourages good coding practices and makes a better program. Most of them rely heavily on OpenGL and do plan to port their games at least to the mac as part of their original strategy. If your game is almost finished and you're just now considering portability and other platforms, you screwed up. You might as well wait till it is out and see how popular it is before going after other platforms.

    Some might say the Mac or Linux markets are insignificant, but the truth is a lot of companies make good money from the Mac market. Lets not forget to include consoles as well when considering portability. I've seen some companies cite the practices of MS owned gaming houses as reason not to make games portable, but that is pretty laughable when you consider it. Also, I've seen some people point to horribly botched porting projects as reason to avoid it. Instances where a Linux port came out a year and a half after the Windows version, was buggy, was a game that required a community, and where the port was more expensive than the Windows version and was more buggy than using the Windows version in WINE. That too is pretty sad.

    Coding for portability and aiming at Windows, the mac, and one or more consoles can seriously increase the revenue from a game, but it has to be part of the original game plan and you have to code with that in mind. Porting after the fact can make money, and if you have a very successful title outsourcing the port can make some pretty safe money, but not nearly as much of it. I don't see a reason for any big publisher (not owned by MS) to not target multiple platforms from the outset. Anyone want to bet the MMORPG that topples WoW's supremacy is another simultaneous cross-platfomr release?

  • by Anonymous Coward on Monday November 27, 2006 @10:49AM (#17001196)
    A game cannot be 'ported' to Linux; it has to have native support from teh beginning. Otherwise, you know what happens?

    Loki happens.

    "Hi, I'm looking for ShinyGame."

    "Oh, here you are. That'll be $9.99."

    "No, wait, I want the Linux version."

    "Oh, I'm sorry. There you go. That'll be $49.95."

    Any serious gamer already has a Windows partition/second drive/second box for gaming. Thus, the Loki concept is bitchslapped by logic: $49.95, for a possibly mediocre port, with untold problems*? Or $9.95, for the same version everyone else is using - with no weird problems?

    (* Google. Loki's ports weren't always all they were cracked up to be.)

    The choice is obvious for all but the foam-spewing zealot. Despite the best efforts of zealot OS loonies to tell us otherwise, the majority of Linux users aren't zealots, and are thus going to save themselves $40.

    So, now we have a weird situation. Games like Quake 3 sold like mad. Hard to tell what OS they're being run on though, eh? Meanwhile, the idea of porting games.. "Hey, remember that one company? They did that, didn't they? Went bankrupt, didn't they?"

    The fact of the matter is, yes, it is stupid to consider the Linux market. There is no Linux market - 1000 signatures on a petition isn't a market, it's a bunch of nuts who don't know the cost of developing software for multiple platforms. Unfortunately, that won't change anytime soon. When a game is released for both Linux and Windows, companies don't know what percentage is actually being run on Linux. And the porting idea has been dead for years, thanks in part to Loki. (Naturally, they aren't entirely at fault; after all, they were only porting the games of other companies - I'm sure their hands were tied in pricing.)

  • I dont understand (Score:2, Insightful)

    by T-Ranger ( 10520 ) <jeffw@NoSPAm.chebucto.ns.ca> on Monday November 27, 2006 @10:52AM (#17001246) Homepage
    What the now so-hard-we-wont-even-try technical stumbling block is these days. You have Wine - I'm sure if you throw money at Transgaming you can get a more friendly (well, for them) license. And you have Mono. Ditto for Novell.

    So, what is the major technology that you can't fairly easily replace with some pseudo-OSS libraries?

    And: hahaha. NWN2 banner add while posting this.
  • by Ritchie70 ( 860516 ) on Monday November 27, 2006 @11:00AM (#17001366) Journal

    And on what are you basing your 10,000 - 100,000 figure? The fact that you bought a game?

    The "Linux Game Market" for any given game is the set of people who are all of the following:

    1. Run Linux as a desktop
    2. Are interested in games
    3. Are willing to put non-free software on their free Linux system
    4. Have some $ to spend on a game
    5. Think pirating software is wrong.
    6. Think YOUR game is worth spending $ on.

    How many people is that really?

    The Linux market may be the same size as the Mac market, but the vast majority of Macs are desktop machines owned by individuals. I would bet that the vast majority of Linux systems are not - many of them probably don't even have a GUI running or a monitor or mouse attached.

  • by Anonymous Coward on Monday November 27, 2006 @11:02AM (#17001390)
    Umh, sure. I bet lots of people said the same 10 years ago, and they were right, you can play the java version of Mario everywhere! But games are known for pushing the edge, there will be an increase in middleware. It used to be that almost everybody coded a game from scratch, down to the metal, now no one does that any more (save those who write retro games). Now at the very least one uses a 3D API, sound API, etc, if not outright engines (like the Doom 3 engine, etc).
      Middleware is a lot better than a bytecode language. In fact calling java portable is like saying x86 is portable (sure, you can code an x86 VM, same deal as java). And rather pointless, rapid development is a waste of time, if you can simply reuse code instead. You say java can be used to develop a physics engine in half the time? Well, why would I *want* to code a physics engine myself to begin with? Also, if the middleware was ported, you can be crossplatform, for example developing for SDL+OpenGL covers linux, ms windows and mac osx and probably a couple of consoles.
  • Re:porting (Score:4, Insightful)

    by Chris_Jefferson ( 581445 ) on Monday November 27, 2006 @11:04AM (#17001430) Homepage
    Every time a discussion about this comes up, people say "Oh, just use OpenGL, SDL, etc., and it will be portable".

    Game programmers aren't stupid. The vast majority will use the library that means:
    a) The game is written quickly.
    b) The game runs well on the largest range of computers.

    I am not a games programmer, but I go to the pub with a lot of them. Using OpenGL over directx means writing a fairly substansal part of your game twice, once using nvidia extensions and once using ATI extensions. For things other than graphics, then you end up with two choices:

    a) The library you are using is a wrapper over directx, so you are getting extra bugs / slowdown without significant gain or
    b) The library is distinct and usually has bugs with all kinds of very cheap cards many people have (in particular sound).

    Unless you can be sure changing libraries isn't going to break your game on less than 2% of windows machines, then making it platform independant is going to reduce the size of your overall market.
  • Re:cost of porting (Score:3, Insightful)

    by LaughingCoder ( 914424 ) on Monday November 27, 2006 @11:32AM (#17001804)
    You completely ignore the biggest costs of adding platforms -- testing and support. That is, of course, assuming the code is already multi-platform capable (and others on this thread have talked at length about the issues involved in that non-trivial exercise). Remember that support includes both end-user support as well as maintenance. This means developing (or at least configuring) and managing a patch distribution infrastructure for each platform. Plus there are the difficulties of handling platform-specific bug fixes -- do you update the shared source code thereby incurring at least some regression testing on every platform, or do you branch for each platform? Neither is pleasant and both have associated costs that grow exponentially with the number of platforms supported. It simply makes no sense to port a product from a platform with >90% marketshare, to attempt to get the remaining 10%. Those costs can and should be applied to simply getting more of the 90% chunk.
  • Re:porting (Score:3, Insightful)

    by EnglishTim ( 9662 ) on Monday November 27, 2006 @11:49AM (#17002028)
    Why not code cross-platform from the start?

    Because it costs a lot more to do that than you might think. At a conservative estimate I'd guess that targeting Linux would take at the very least 10% more time. If the development budget for the whole game is $5,000,000, then you'd need to expect that you could make back at least half a million dollars from Linux purchases just to make it break even, let alone worthwhile.
  • by HappySqurriel ( 1010623 ) on Monday November 27, 2006 @11:54AM (#17002132)
    In most cases your interpreted code (from C# or Java) will run between 50%-75% of the speed of hand optimized Assembly or C/C++ code. The real problems (currently) with interpreted languages is they do not provide a standard interface for graphics cards (which prevents taking advantage of the GPU to produce your graphics) and garbage collection is awful at handling memory management; if there was a standard Graphics inteface in Java which allowed you to program in OpenGL, and Java allowed for "hints" to tell it when to free memory you could (probably) produce a game that looked like Half-Life 2 on a pretty average PC.

    Now, games have been known to push hardware but at one point in time an office suite was also know for pushing the limits of hardware. If you look at what it costs to produce a XBox 360/PS3/PC game currently, developers can not afford to continue to push the hardware; consider that since the NES there has been a standard 4 times increase in development cost for each generation, games went from costing $5 Million (on average) on the XBox/PS2/Gamecube to $20 Million on the PS3/XBox 360/PC, how many games can cost $80 Million and still turn a profit?
  • by Anonymous Coward on Monday November 27, 2006 @12:40PM (#17002812)
    What was wrong with the nwn1/quake4/ut2004 etc formula? You buy the windows box, if you are a linux user you download the official Linux Installer and install it onto your Linux PC. How hard is that? The only thing wrong with nwn2 is directx instead of opengl. The result is porting would be much more difficult (In addition to bad performance for the not so powerful graphics.).
  • Follow through (Score:3, Insightful)

    by metamatic ( 202216 ) on Monday November 27, 2006 @01:38PM (#17003640) Homepage Journal
    I would have purchased Neverwinter Nights, but they didn't finish porting it. They only ported the game, they didn't bother with the tools. Then they tried to charge more for the partial port on Mac OS X than for the entire game on Windows. So I didn't buy.

    The way I see it, it's Bioware who have a problem with following through.
  • by Atzanteol ( 99067 ) on Monday November 27, 2006 @03:54PM (#17005920) Homepage
    This isn't meant to be a troll, but you'd be better off buying a pile of dog shit.

    And yet you were successful at it being one anyway!

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