Dec 12, 2007, 12:13 PM // 12:13 | #21 |
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One simple and effective answer to the OP's question: development cost.
No, it's not just a matter of recompiling GW for OSX ... |
Dec 12, 2007, 12:41 PM // 12:41 | #22 |
Wilds Pathfinder
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I was pretty sure it was mostly a matter of reliance on Direct X.
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Dec 12, 2007, 01:24 PM // 13:24 | #23 |
Lion's Arch Merchant
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Yeah, I figured it would be a DirectX thing. If they would go with OpenGL, it would be a hundred million times simpler to port. Of course, if the guys over at Blizzard are able to develop an engine that does OpenGL and DirectX, you'd think ArenaNet would be capable. Maybe, maybe not. All I know is, if my next computer is a Mac (99% probability), I won't be buying Guild Wars 2 to run on Windows.
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Dec 12, 2007, 01:33 PM // 13:33 | #24 | |
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Dec 12, 2007, 01:38 PM // 13:38 | #25 |
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We already have all the pve kiddies thinking they can get a free wow-clone and act like they need a free re-education and then join the forum whining about "nerfs" to their uber 1337 pve build , we already have the farmers who complain that they get jackshit, even though in GW, you need jackshit, and we already have botters who complain they're being banned. Do we really want Apple users? I mean, if they're not smart enough to not trip over a cable(magsafe), or configure their computer ( overpriced plug&play devices ) , why should we expect that they are smart enough to conquer -gasp- pve NM?
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Dec 12, 2007, 01:47 PM // 13:47 | #26 |
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DirectX is an entire API covering graphics, audio, and input. The *only* advantage in using it is fast development time. Compatibility and user experience go out the window. Run a DirectX 9 game on a DirectX 8 graphics card, or at least try to. Doesn't work. That's because Direct3D is hard-wired into the video card. Quake 4 will run on *any* OpenGL capable graphics card, provided it's fast enough and has enough memory. There are, of course, some hardware features that you'd be lacking, such as hardware T&L, programmable shaders, etc, but it would still run. You can even run OpenGL entirely in software emulation, if you're so inclined (and have the patience). The reason developers like DirectX is because it lets them be lazy.
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Dec 12, 2007, 01:50 PM // 13:50 | #27 | |
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I didn't intend this to turn into a Mac vs PC flame war, and then Yan showed up. Mods, please close this thread. |
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Dec 12, 2007, 01:54 PM // 13:54 | #28 |
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Actually, everyone here is overestimating the challenges of porting. Back when Macs were on the PowerPC chip, yes, almost everything would have to be redone. That's why most companies didn't bother porting and why some companies could make a living entirely off of porting. With the Intel switch, things have become a different field. While OS X natively uses OpenGL, Boot Camp Windows runs DX games just fine.
There's a company called Cider and a process called Ciderization that can take a completed Windows game and make it capable of being run as a Universal Binary on an Intel Mac. A company called Cyan, famous for the Myst games, used it to make their Myst Online game, Uru (released in 2004 as a Windows-only game, the first and only Cyan product to not support the Mac) an Intel binary. I know, I'm running Uru-for-Mac on my iMac. Before they Ciderized it, I was running it through Boot Camp. Ciderizing can't be that expensive either. Cyan has less than 30 full-time employees now, down from the Riven-era heydey of more than 50. They're smaller and less financially secure than ArenaNet, and they could do it. I think if ArenaNet wanted to, they could easily Ciderize it and make the game available to Mac players. It's a cheap and not requiring massive amounts of extra work way to get even more users, so as far as I can see, there are no drawbacks to the process. EDIT: It's not just Uru either, but that's the only one I've played. C&C3: Tiberium Wars, Heroes of Might and Magic V, and X3: Reunion have all successfully been done. GameTap will soon be following, as will many others. EDIT 2: How it works: Cider is a sophisticated portability engine that allows Windows games to be run on Intel Macs without any modifications to the original game source code. Cider works by directly loading a Windows program into memory on an Intel-Mac and linking it to an optimized version of the Win32 APIs. Games are "wrapped" with the Cider engine and they simply run on the Mac. This means developers have only one code base to maintain while enjoying the flexibility of targeting multiple platforms and, therefore, multiple revenue streams. That's directly from their site, folks. No more of the recompiling, no more of the months and years of extra development to make it run- very simple and cost-effective and opens it up for more players to buy. Last edited by Cahalith; Dec 12, 2007 at 01:59 PM // 13:59.. |
Dec 12, 2007, 02:04 PM // 14:04 | #30 | ||||
So Serious...
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I don't think that ANet's business model would work with ports to the Mac. Things may change if they get into the console world via the NCSoft/Sony trade deal, as they could earn big money on one side and then devote a bit of it on port for Mac. |
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Dec 12, 2007, 02:10 PM // 14:10 | #31 | |
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I think Cahalith gave what is potentially the best reply to this thread and possibly your "savior" answer. And this is how you reply to him? Indeed, this thread shoud be closed... |
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Dec 12, 2007, 02:12 PM // 14:12 | #32 | |
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Dec 12, 2007, 02:30 PM // 14:30 | #33 | ||
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Cider "...shares much of the same core technology as Cedega but is designed for video game designers and publishers." IE, Wine. Cedega is a non-free fork of Wine designed with gaming in mind. And no, I'm not a software developer. Also, I wasn't insulting him for offering an answer. He was the only person in the thread to offer an answer other than "there are only 3 mac gamers" or something along that line. Quote:
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Dec 12, 2007, 02:57 PM // 14:57 | #34 |
So Serious...
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I think you don't realise the technical depth of your question (and you probably don't understand the depth of our answers or yanman.be's sarcasm). Are you playing GW at the moment? If so, is it on a Mac?
This kind of question leads to more crazy one such as: Why is Anet seggregating against mobile phone games users? Why aren't they developping their stuff in Java? Why is it not an open source game so that people can port it themselves? They have incredibly good programmers, a fantastic artistic team, and a bunch of other great people. But they have to pay these people, and since they are faithfull to their "no monthly fee" philosophy since day one, they have to make choices. Sorry for non-Windows users (in a few years time, when virtualisation technologies will be hardware-optimised and commonplace, these problems will fade away, with business model problems remaining, but we're there yet). Anyway, I'll leave you to your thread. |
Dec 12, 2007, 03:07 PM // 15:07 | #35 |
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I am planning of making an open-source game in java based on GW. Online 1on1 RTS based GW on a chess board, using actual game rules converted to RTS, and you probably will be able to nerf your own skills as you like(provided that your opponent has done the same) because I'll be too lazy to balance it myself .
Gaile Gray said it would probably interfere with the EULA but afaik so does GW:LP and TexMod, besides what's wrong about honing gw's best part --gameplay? That way Apple users can also <3 GW, but not in 3D |
Dec 12, 2007, 03:18 PM // 15:18 | #36 | |
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I never said ANet was a bad company. I agree that their team is good. Theirs is still the only online-exclusive game I'll play, and for good reason. It's an excellent game. That being said, all of the programmers I know say DirectX is ugly, inelegant, and designed for speed code-mashing. Similar to using Frontpage to make a website. |
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Dec 12, 2007, 03:21 PM // 15:21 | #37 | |
Desert Nomad
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You can throw all the numbers at us you want to about how Apple's market share is growing and absolutely none of it matters because the state of the industry is that game developers develop for PC. Even most of the games that end up on Macs are ports made by third parties, Blizzard being a rare exception. Furthermore it doesn't matter if there's 10,000 Mac users out there, or 500,000,000 if no appreciable number of them are gamers interested in ArenaNet's product. |
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Dec 12, 2007, 03:24 PM // 15:24 | #38 |
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combatchuck, you're buying a rolls-royce but you complain that the FAA didn't give you an aerospace license? Right.
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Dec 12, 2007, 03:25 PM // 15:25 | #39 | |||
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yanman.be: If you need help, I could try to rewrite GW in COBOL... Last edited by Fril Estelin; Dec 12, 2007 at 03:35 PM // 15:35.. |
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Dec 12, 2007, 03:39 PM // 15:39 | #40 |
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If Mac sales are going up,- it's only because you can install Windows on the new ones!
I have a PC privately, but work all day on a G5 Mac (right now as a matter of fact). I would never ever buy a Mac for my personal use,- they are too expensive and until now (with Windows capabilities) to limited in regards to programs, games, etc. I have no idea what Apple did to get so loyal fans! Ever since they first leased out the developer rights (long time ago, bought them back later), their platform haven't been remarkedly better or more stabil than Windows - I have crashed more in the last 7 years on my work Mac than on my personal PC. |
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