
Originally Posted by
gamerk2
Port the game from Windows to Linux. Obviously, the graphic engine would have to be re-written to OpenGL, all the Windows code ripped out, everything run through testing, and tested against multiple kernel/distributions to ensure proper compatability. So figure at least 6 developers at a cost of $50k + benefits, over a year, plus a long term support staff of the same number at the same price for about two years. So figuring about $150k per worker per year of work (benefits, remember?), you come out to ~$900k for development and $1.8 Million for long term support. That equates to $2.7 Million in extra personel costs.
Figuring the game in question sells for $60, lets assume sold to retailers at a profit of $45 per license sold. So to break even, you would need to sell, at a minimum, 60,000 units above what would normally be purchased. (I can't stress that point enough). And that assumes full price of sale. Taking development time into accounts, users may be expecting a lower price at release, which would increase the number of required units to reach break even.