Beyond Good and Evil maybe?
Galactic Civilizations 1/2, Sins of A Solar Empire maybe as well? Stardock self-publishes these games afaik and they also dont use drm Oh and if that takes off maybe a port of Impulse(their digital distribution platform might work out as well) BTW they already have games that run nativly on linux(UT agmes) or ones that will run soon hopefully(UT3, Shadowgrounds)
Last edited by Raven3x7; 06-30-2008 at 04:04 PM.
Here's the post, you might have missed it.
Last edited by miles; 06-30-2008 at 03:49 PM.
Anyone ignoring an hundreds of requests from people (representing a fraction of the total player base) to port an app to your platform so they can buy and play it, is a damn fool (pardon my language). What, do they think all these people are requesting a version so they can try to cause the developer/publisher to lose money? Sure, maybe not everyone requesting will buy the ported version, but there's those that will buy it that *haven't* requested.A discussion thread posting doesn't mean you actually BUY it.
And it's not even like there isn't a precedent, here. id Software and Epic support Linux, and there are various other made-for-Linux/Unix games and for-pay products designed to run Windows games on said OSs, and they're successful (they haven't lost lots of money or gone out of bussiness, at least). What more do they want? How can we show we will support them, if they won't let us support them? How can we provide them sales if they won't provide us a product?
And to keep somewhat on topic:
Or perhaps Beyond Good and Evil 2Beyond Good and Evil
No engine code, no port possible without intervention from the studio and/or publisher. Many times, this will mean cash up-front or, at the minimum, when you actually DO a production run of the title. Keep in mind that if you're talking a AAA title, unless you're buddy-buddy with the studio and their publisher (Or, if they're like Id, where they keep the rights to anything that's not part of that publishing run they're doing right now...), you're taking on a Sisyphean task there...Crysis also has it's source code downloadable along with the mod sdk, but the actual engine code isn't there, I think, so it's useless.
And you keep missing what I'm telling you- and while I can't openly go along with what you're claiming, I can't honestly all out deny that either. But things DO NOT work QUITE the way you're thinking.
Inject $25k into the picture.
Add a 3% per UNIT royalty on top of it.
Pay 25% of your sales to your people.
How much money is that?
Advertising costs LOTS of money.
Doing MANY of the things everyone keeps coming up with costs LOTS of money.
Do YOU have it? If you do, step up to the plate- we need to use it to fix part of this mess. If not, come up with something else that's useful as a suggestion because you can't do a lot of the things you and others keep bringing up as a "problem" without LOTS of it.
Now... I mentioned that stuff as an aside, not as to bring back up that discussion; I would ask that you try to keep further posts on topic.
Last edited by Svartalf; 06-30-2008 at 03:58 PM.
I may get stoned for this, but it looks like there needs to be a shift in paradigm regarding games, at least. I looks like the traditional model of developer-publisher (which in the end the tendency seems to be publishers owning studios), studios would be better off cutting the man in the middle and selling directly (I know I may be talking foot in mouth), but it does seem as if those responsible selling the games refuse to do so despite how positive towards Linux the studio might be.
One of the reasons I remember reading about Valve abandoning Sierra (Vivendi) was just that. And the justification behind Steam was to cut the man in the middle expenses from the company and have revenue of their games directly. They eventually allowed Steam to be a distribution channel which others could use, so they also turned themselves into an on-line publisher which all in all, seems to actually be more reliable and cheaper than a traditional one for games... It has a problem, though, if you're a developer and publish only through Steam, you're limited to amount of users who are running Steam, which is certainly less than those NOT running it.