Originally posted by HON post
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It's Official: Valve Releasing Steam, Source Engine For Linux!
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Here is a short cut from an interview with icculus (http://www.hardware.no/artikler/ryan..._simms/68450/2).
Are you working on a exiting Linux-port now that you're allowed to talk about?
I've gotten into the habit of not talking about projects until the moment they ship... I've had more than one fall apart after announcing it.
But I will say: as UT3 is wrapping up, we've got a portable version of UnrealEngine3, so my next move will be to aggressively court Epic's licensees. Several of them have expressed interest in Mac and Linux support, and it'll will be nice to start getting them running on the latest codebase.
There are so many projects I'd love to do in 2009. Everything seems possible this year.
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Ummm
UE3 has been ported to mac.
What happend icculus?
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Originally posted by SarahKH View PostCool. Call of Duty: Blops, Portal 2, HL2, SupCom2, E2. All in Linux native format delivered by Steam for Linux.
Ohh it's a bunch of indies and it's not using a mythical content delivery platform.
Your mistake.
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Originally posted by commella View PostUmmm
UE3 has been ported to mac.
What happend icculus?
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Big game publishers are not going to slap a "decide what you pay" model on their games nor are they likely to do away with items like DRM. These are two big factors in HB success.
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What is "overspending"?
If the mac crowd overspends, it is because they comply with the commercialized apple model of things.
The HB chartered into the crowd-sourcing phenomenon. Pay-what-you-want enables the generous to be generous and the stingy to be stingy. If the devs are satiated, who cares how much it costs?
This model is only for devs that care about making games. Those that want $60 per game(*cough cough* activision) suck their community dry, and effectively weed out potential customers.
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Originally posted by snuwoods View PostWhat is "overspending"?
If the mac crowd overspends, it is because they comply with the commercialized apple model of things.
The HB chartered into the crowd-sourcing phenomenon. Pay-what-you-want enables the generous to be generous and the stingy to be stingy. If the devs are satiated, who cares how much it costs?
This model is only for devs that care about making games. Those that want $60 per game(*cough cough* activision) suck their community dry, and effectively weed out potential customers.
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Originally posted by deanjo View PostYour reading too much into the HB/HB2 sales Svartalf.
It SHOULD be noted that everything you've said up to this point was also said ages back on servers, cluster computing, and mobile devices. Not very accurate then...not likely to be accurate now.
Big game publishers are not going to slap a "decide what you pay" model on their games nor are they likely to do away with items like DRM. These are two big factors in HB success.
I'm off trying to make it all come together and if I listened to remarks like yours, I'd have...
1) Never got into Linux development in the first place- something that has garnered me a substantive (Very substantive over the last 8...) income for well over the last 15 of my 25 years in the industry...
2) Never got into Linux game porting/development- something that's looking like it's getting somewhere and not just because it had a "pay what you want" amount set for it. Do keep in mind that the "pay what you want" amount the Linux users paid was averaging higher both HIB's than the Mac and Windows users (There's a message there...you choose to ignore it. Your choice...but businesses look at those numbers and think about what they might/might not do...) and there's a solid figure of how many would pay an average of $13-15 per seat over the $7.80 or so per seat the Windows users did. I made quite a bit of money with that. I plan on working on repeating it with other things down the line over the next couple of years.
If I'd have listened to people making remarks like yours, I'd not be where I am today.
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