Linux Game Publishing CEO Resigns 142
An anonymous reader writes "The CEO of the once fledging Linux Game Publishing, Michael Simms, has announced his resignation. Simms attributes his resignation from the Linux game porting company he founded more than a decade ago to being burned out and having little success as of late in his work."
In his place, Clive Crouse will be taking the helm.
A Linux game company that wasn't troubled? (Score:5, Interesting)
Has there ever been a Linux-exclusive game company that *didn't* either go bankrupt, face massive layoffs/resignations, or never deliver on their promised games?
I don't mean that sarcastically, I'm seriously asking the question. Seems like every time I hear about a Linux game company, it's something negative. There must be at least one or two success stories out there.
Re:A Linux game company that wasn't troubled? (Score:4, Informative)
Well for a company to be successful they actually have to have a market for their products.
Re:A Linux game company that wasn't troubled? (Score:5, Interesting)
Re:A Linux game company that wasn't troubled? (Score:5, Informative)
Lets just back this up with numbers [imageshack.us], so you actually have some, well, backing :P
Note that Linux users are about a quarter of the purchasers, and pay more than the other fractions. Being generous and assuming they all payed equal (remember this is NOT true, and this assumption HURTS my point) that means they have taken in around $100k - and lets not forget that I got my email introducing this bundle a mere 19 hours ago. The total amount has gone up by about $80k during the last 9 hours or so.
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There's a reason I've been working with the Indie community, working on helping them get Linux versions out.
Re:A Linux game company that wasn't troubled? (Score:5, Insightful)
Except that those numbers are incredibly weak when compared with the "mainstream" game channels.
When I checked, there were $488k in 82k sales. That's for 4 titles and a charity. Assuming a 100% revenue push from customer to developer (an impossibility), that means their average of $5.95 per sale gets split into 4 companies equating to almost $1.50 per sale, per company.
So we've got $122,000 total possible revenue without any removal of revenue hitting the developer. If you're a one or a two man independent development team, Congrats, you get to (possibly) pay your bills. If you're a 3 or a 4 man team, you're still working a second job. If you're at all bigger, you'll be shutting down unless you have another source of revenue for your game.
Out of those 82,000 sales, less than 25% are linux sales, but even going with 25%, that means 20,500 people specifically bought the Linux version.
Now, not all of the users on Steam have paid $5.95, but I'm willing to be a vast majority have. As I type this there are 4.1 million users on Steam and the vast majority of them are going to be Windows.
So honestly it really isn't hard to argue that there's no market. 20,500 people is great for an interest group, not for a global market.
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Citation? I thought not.
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i have also a steam account... but the lack of linux support made me migrate to desura [desura.com]
in desura i already paid for many linux games and the fact they choose to build a client first to linux instead of Mac shows that they believe there is market and that it open to grow faster than the Mac one
not all games manage to get the "mainstream" sells, even in windows... not even many mainstream games
ignoring 20,000 potential linux gamers, that are more hungry for good games, that can even pay more looks like "shoot
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"Possibly pay the bills"? Come on now. It won't get you a penthouse on manhattan, but $122k is enough to live quite comfortably for a few years in most parts of the worlds. It's twice the average yearly wage even in the US, a two man team just made their yearly salary in a day - and here you are, moaning and bitching how it's not worth it.
And the sales are going to at least double before the bundle is over.
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Right, because a game bundle that pulls in $480,000 total proves there is a market for lots of games? You're kidding me right? That's less than the cost to develop even one game. For comparison, WoW pulls in $1 billion per year [ocregister.com]
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If you're largest more successful example is two guys working out of an apartment, then you're example is proof there is no market.
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typo. more == most
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You seem to be entirely missing the point.
The point is that if small teams can do it, then large companies (like EA) could, if they tried. They don't, so we don't have actual data for them - we have to make educated guesses based on the performance of said small teams.
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No you seem to be entirely missing the point.
If there is a market for Linux games, where are the wildly successful examples? Where are the billion dollar blockbusters? The games everyone wants to play? They don't exist. Windows games pull in billions and billions every year in sales, and Linux games -- well there are these two guys in an apartment ...
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How are we supposed to have such examples when nobody who can has bothered to create them?
The ones who HAVE bothered to create games for Linux have either done so in companion to the windows release (and usually later, for example ID's Quakes) or are not large corporations . You don't make a game with a small team and suddenly you're in the club with EA, Ubi, etc. That's not how it works.
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Linux wasn't just started yesterday. It's been around for almost 20 years. Everyone who has tried to create a business out of selling Linux games has failed or had such low success that they can only develop simple/cheap games.
You say you need some large company to come in and develop Linux games, but if there was a market and those large companies refused to serve them, then there would be a lot of successful small Linux game companies. Yet, those small companies don't exist.
20 years... plenty of time for
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What are you talking about? The "game developer market" has started multiple companies that have gone bankrupt. The premier example at the moment is the indie bundle, which has pulled in about $500k, or about what WoW earns in 4.5 hours.
How many $100,000,000 games can you develop with $500,000?
There is no proof there is any significant amount of money to be made in Linux games.
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Yet, those small companies don't exist.
And so we come back to the original point. They do. - where do you think these Indy games are coming from? Thin air? Someone is creating them, and they are doing well for themselves. Linux has been around for a long time, yes... but if you think Linux was ready for anything approaching mainstream entertainment in the early 1990s, you're delusional.
It's only recently started to be ready enough, and it's starting to attract the attention. If things keep up the way they are, then either we'll see some of the
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That's awesome. Now show me a Linux game started by one person that grew into a full fledged studio with lots of employees.
I won't hold my breath waiting the answer.
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So yes, you can move the goalposts and declare there to be no market for Linux games, by saying that multi-platform games don't count. Congratulations, you win the internet.
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Minecraft is a multiplatform game written in Java. In other words, they did no Linux work.. they just wrote it in a language that will work on Linux. Second, we have no idea what % of Minecrafts sales are from Linux.. I'm guessing it virtually nil compared to their Windows numbers.
We have numbers for Linux Game Publishing.. they are terrible. We have numbers for the Indie Bundle... they are terrible. Your example, does not have numbers for Linux, yet you want us to believe that it would be fantastic. Show m
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To show that Linux is a market worth tapping by game developers, you basically have to show that the revenues from sales to Linux users will be larger than the costs associated with marketing and developing the game for Linux. The case usually starts with Linux's miniscule consumer install base and ge
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Minecraft is a java game written to be cross platform. You might as well laud WoW for being a Linux game because it works well under OpenGL and Wine, even though the vast majority of its userbase is Windows.
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Minecraft is a multiplatform game written in Java. In other words, they did no Linux work..
When you run Minecraft in Linux and do an update, it mentions that it's pulling down the Linux specific updates.
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lol
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These games are turning a huge profit
In large part due to people buying them and playing them on the Windows platform. So remind me again exactly where developers lose out by targeting only Windows?
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Hint, the majority of the humble bundle games were released years ago, and are being re-released to get additional profit. The sunk costs were already paid and recouped, this is just icing and a way of getting money to charities.
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$480,000? that number is not the final number!! ... look at the real data, LIVE:
http://www.humblebundle.com/ [humblebundle.com]
its already at $505,000 and this in just one day... you still have 13 days left of sales
now look that the previous bundles: in wikipedia .. the last one sold almost $2.4 Million
yes, WoW is a lot more... but many games can get that much? WoW is not just a game, its a monthly service and its the TOP seller... of all the MMORPG, not yet came close to it and most of them just closed after losing money for
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now look that the previous bundles: in wikipedia .. the last one sold almost $2.4 Million
I wasn't aware they sold that many copies. Very nice. For that amount, I'll admit there may be a Linux market. Although I wonder what percentage were donations to EFF?
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It should be noted that the percentage of Linux users is quite small; somewhere around 20-25%.
Even if we assume it reaches $2M, that would only leave ~$400k-500k in Linux sales. I don't know what the development time is for the games in the bundle, but I'll assume it's 3-6 months. If we have 5 studios with games in the bundle (and everything is evenly split), you're only looking at a maximum of $100k in 3-6 months, per studio, being generated from Linux sales. That'd be great for a couple of guys in an a
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I would bet most indie games take a week max to port to Linux. Loki Game on average took only 2 months to port a Windows AAA title to Linux. The cost of porting a game to Linux compared with the total amount of revenue generated by Linux sales makes it a no brainer for indie developers.
You do realize that HiB is doing a large percentage of the Linux and Mac ports themselves. They have 4 full time programmers on staff to port Windows games to Mac and Linux. It can't take them too long given the span of time
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If they're doing all the porting, then I'd guess the payouts to the studios would be even less. Do you have more insight as to how the payment model works for the studios who develop the games and have them included in the bundles?
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Lets just back this up with numbers, so you actually have some, well, backing :P
The first problem here is that the Humble Bundle charts payments by platform not sales by platform.
The last HB had the average Linux gamer paying $10 for games for the average Windows gamer thought were worth only $5. But that was not enough generate more than 1/4 of the returb on the promotion.
The second problem is that most games in an HB bundle arrive after a very long run in the Windows market.
They are rarely, let us say, "factory-fresh."
The final problem is that the Humble Bundle has become rather
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I already have big budget Linux games that don't have any of this DRM nonsense. It's quite nice actually. It makes it a lot easier to actually use the game if it is something you haven't played in awhile.
Linux ports can be strangely more convenient in this respect.
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Does Humble Indie Bundle count? They seem to port all the bundle games to Linux and if the number of bundles is any indication they are successful...
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Yes, Wolfire Software [wikipedia.org] seems to be the best success story on the Linux front right now. They're not Linux exclusive, but all their games include Linux versions. And they seem to be doing pretty good.
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Does Red Hat qualify as Linux exclusive?
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Aside from Loki and LGP, what other Linux-exclusive game companies are (were) there?
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The biggest problem that Loki Game had was mismanagement. If you mismanage a company it doesn't matter how big or small it is it will eventually crater.
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I bought several of Loki's games, and had varying degrees of success playing a few more. Morrowind mostly worked-
There is a Linux game company? (Score:1)
There is a Linux game company?
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stolen
*given away (fixed that for ya)
The actual truth is a little more complicated. Consider the following:
For eons, Linux was a very difficult operating system for non-technical computer users. Basically it was impossible to use, even under Knoppix unless you had a firm understanding of all of the underlying parts of Linux, how to call the commands, what switches to include, and how to navigate and manipulate file systems, permissions and user accounts.
In other words, Linux was never intuitive. You needed at lea
Theres games on linux? (Score:1)
ok tux racer is kind of fun, and occasionally if a game was made in open GL companies might release a linux client (ie ID there for a little bit) but wow games on linux, that didnt run like garbage with wine???
mind blown
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Some games work well, others don't.
WoW works well. So well, in fact, that you get more FPS than on Windows.
--
BMO
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hardware acceleration on the mouse
lol wut
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Maybe it's a very advanced mouse.
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He is probably talking about rendering of the cursor. If the GPU supports it then the cursor's position is controlled by two GPU registers & it is the last item to be overlayed on top of the frame buffer. When you move the cursor the framebuffer does not need to be rendered again.
It was not seen on any hardware that anyone sane would use for running games, for years. However it IS mentioned on http://ubuntuforums.org/showthread.php?t=1051483 [ubuntuforums.org] , what confirms my suspicion that most "complaints" here are posted by Microsoft marketing people googling Ubuntu forums for plausible descriptions of bugs and problems.
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Huh? Almost all display cards support this, and infact it is part of the VESA BIOS Extensions & Accelerator Functions.
Don't pretend to be dense. Problems with this functionality weren't seen for years.
But what exactly is wrong with posting problems about Linux on Slashdot?
Lying and shilling for Microsoft.
Also, do you have any evidence that exists outside of your head which shows that Microsoft pays or has ever paid a third-party to post on Slashdot while hiding their affiliation with Microsoft.
The fact that there are hundreds of posts referring to nonexistent, long ago solved, or severely misrepresented "problems", and all of them match top results from a Google search for "Linux <whatever> problem" or similar?
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If you get more FPS on Linux than Windows, that's usually because some cycle eating feature in the Windows driver is not present in the Linux driver. Whether "feature incomplete but faster" is the same as "better" is a subjective question.
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Why would I want an FPS higher than my refresh rate? I never understood those people who brag of 120 FPS when your screen is only going to show 60 of those.
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Re:Theres games on linux? (Score:4, Interesting)
Well, 60fps, where every second had 60 frames, and they were evenly spaced, would be incredible performance.
Unfortunately, even when I get 150-200fps in games, I still notice rather sizeable jitters. Sure, there may lots of frames that are 2-3 ms each, and they outnumber the one 600ms frame by enough of a margin to keep the average low, but that one 600ms frame is a killer. Usually this is due to a simulation task that takes too long, and rendering the scene over and over without an update in the simulation is pointless. So, the rendering hangs also.
There's a bit of a movement to start measuring performance in a more accurate way, but no one has come up with a real solution yet. So, we still use fps. If you play a game one day and get 120fps, and then your system launches a background task and your performance goes down to 80fps, the change will be rather noticeable.
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Why would I want an FPS higher than my refresh rate?
For one thing, uigrad_2000 pointed out that what you really want is a high minimum frame rate. 600 FPS is all well and good until loading all the geometry and textures associated with a new area causes you render one frame in 100 ms, at which point you're running 10 instantaneous FPS. For another, higher FPS allows the use of an accumulation buffer to motion-blur the video, providing more subtle realism cues for e.g. the fast rotations of the camera seen in twitch first-person shooters.
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Re:Theres games on linux? (Score:4, Funny)
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I quite like Warzone2100 [wz2100.net] as a RTS
and Wormux [wormux.org] (Worms 2 clone).
Then again, I'm not a hardcore gamer, so I guess it all depends on what you want out of a game. The above have given me hours and hours of fun, despite the low-end graphics (indeed I quite like the low end graphics, allows me to play on my phone, or on other underpowered machines, no need for big gaming rig).
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For all the years I've herad people joke about Tux Racer, I've yet to play it... maybe one of these days.
brb. minecraft is sucking up my slashdot time.
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yea I hear that every single year, and I usually get suckered into dicking with it, so spending a shitton of time "tweaking" it and I might get a game that functions but runs slow as snot and has a lot of graphical artifices or anomalies, about the only thing I have gotten to run right on it is the older GTA games (1-SA)
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Wine tends to work very well, for non-gaming applications. It's constantly getting better on the gaming front, too, but that class of application tends to really put pressure on the parts of the API not so well understood or known.
Humble Bundle for Linux/Android (Score:2)
I got an email yesterday for a new Humble Bundle for Android (and Window/Mac/Linux). Just checked the total sold so far, and it is at over 484,000.00 already. As usual, Linux users pay the most for the bundle.
Seems like Linux/Android/Mac games are viable if you find a niche way to market them.
http://www.humblebundle.com/ [humblebundle.com]
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Some improvements ideas (Score:3)
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I hate to ask this, but does the demographic of Linux users encompass a mass of gamers? I use Linux exclusively for work.
Linux games have been having a lot of success... (Score:1)
...on smartphones and tablets, particularly Android and its derivatives.
Cut the Rope [android.com] is 99 cents with at least half a million downloads. There are two unknown factors - how many returns were there (downside) and how many over 500k are they (upside). So they've made around $500,000 on this app.
GTA III on Android - 4.99 and over 100,000 downloads - another $500,000 in revenue. And a lot of the graphics and engine code was already written.
I had a chat with one of the Big Mountain Snowboarding [android.com] developers ($
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Cut the Rope [android.com] is 99 cents with at least half a million downloads. There are two unknown factors - how many returns were there (downside) and how many over 500k are they (upside). So they've made around $500,000 on this app.
In revenue, yes. In profit? It's not free to write the game.
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Cut the Rope [android.com] is 99 cents with at least half a million downloads.
Shit, for a moment there I thought this [newgrounds.com] (warning: not Goatse) was the current bomb in gaming.
Don't reinvent the wheel (Score:1)
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Just my 2cents
Tough platform (Score:3)
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I still opine that the rapidly changing selection of APIs, libraries, ...
I've had the stand-alone flash player installed in my home directory for a while, moving with me across distros and hardware -- it was installed on 32-bit debian in 2006, and it's still working on my 64-bit ubuntu 11.10 install today.</anecdote>
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Even if it's true that such an ancient binary works on more than a handful of Flash-using sites (which I am skeptical of), it has 1001 security holes and should be replaced by something more recent.
64-bit Flash has worked well enough for quite some time now, no need to run the 32-bit version. Try the Flash-Aid addon if you use Firefox to handle auto-updating the plugin for you.
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I'm currently running the "State of Mind" demo from 2000 (compiled against glibc2.0) on Ubuntu 10.04. But 10.04 isn't new, and I had to gut pulseaudio to get sound that didn't stutter and ultimately die in less then a minute of game play.
Desura is the perfect place to prove that Linux is a pain to support. Games are failing because of incompatible versions of system libraries. I manifests as sound issues, 3D issues, segfaults and links errors.
It might be possible to compile something that will work on
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I find that interesting given that your assertation of library incompatibility on Desura doesn't seem to line up with forum posts other than when they were in beta testing.
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Sorry. I didn't see this sooner. I've helped on the Groups / Desura / Forum / Application Linux with all sorts of issues involving library compatibility issues. The problem is real. I've told countless people how to use tools like ldd and readelf to figure out what is wrong. What wasn't bundled. What was bundled and should not have been. I've seen several updates to game to rebundle in different versions of libraries so games will run. I've help find out what was missing in $LD_LIBRARY_PATH at
Ob (Score:2)
Linux gaming, eh. I guess he resigned due to being overworked?
Is it just me, (Score:1)
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Yes, the problem with LGP is that their business model was essentially: Take old cheap and old Windows game, port it to Linux and sell it for full price. The audience for that is very tiny, as either people will already have played the Windows game or don't see a point in buying a Linux version for $50 when they can get the Windows version for $5. The Linux version might also suffer from being incompatible to mods, patches, add-ons and so on.
At this house... (Score:2)
At this house both Windows games and Linux games are treated equally - such as not used anymore. Perhaps a decade ago I used to play a game or two on Windows (such as Thief, Deus Ex, Far Cry, etc.) But that was a hassle. General purpose computers are not designed for gaming; and if you go out and design them this way (by throwing wads of cash at Alienware, or by building your own box) then you are overpaying for your games a hundredfold.
I got myself a PS3 many years ago, and I never regretted that decisi
Linix is about freedom and freeness (Score:2)
Linux is about saving money on windows licenses, get rid of virus/antivirus hassles and using mostly unencumbered software. So why as a Linux user should I have to buy a locked down Sony computer plus TV, which costs the same as a PC anyway? now I have two computers with two sets of peripherals, one which cannot run arbitrary software, where I would need only one.
I would rather buy a graphics card - which is cheap if you get a 100 watt model such as radeon 6770 - and go back to windows. Currently as the lin
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So why as a Linux user should I have to buy a locked down Sony computer plus TV, which costs the same as a PC anyway?
Linux exists for about 15 years now, and Slashdot - at least 10 years. We were around all that time (I was, at least, don't know about you specifically.) Young geeks with lots of free time and little money became into older geeks with little time and far more money (the job pays well.)
In this situation it does not make sense to waste time putting together a computer, Linux or Windows, to
"Once fledging" in TFS? (Score:2)
Re:Company site (Score:5, Insightful)
Re:Company site (Score:5, Interesting)
Got a quarter of a mil burning a hole in your pocket?
Unless you can get a sweetheart deal, that's going to very likely be the price of admission unless you're dealing with Indies like I've been doing. Seriously.
You have to put up a royalty payment, as often as not, ranging from $20k-500k to get the rights to get a glimpse of the code.
You have to pay someone either a wage or offer them a decent chunk of the proceeds as a percentage.
You then have to do the porting work. Sometimes this is easy. Sometimes it's brutal for varying reasons. Some of it's poor code. Some of it is just simply...complex.
Then you've got to push it off to the duplicators. This is another somewhat complex aspect of things. You need to gauge the demand of the title and do at least a first production run of the gold master that will be enough to make your production and packaging costs reasonable. You owe that up-front. Depending on your royalty structure, you'll either owe the royalties per copy (and there's one there...) up front, or you'll owe it later on. This is how Loki ended up owing iD a quarter million on that disastrous rollout of Q3:A. (Loki did something iffy from what I'd been told at the time from people on the inside- they cranked out more than 10k units, which is where the $250k iD was owed came from...). If you produce more than about 2-6k units of the title, you can be out a LOT of money. Produce less than 5k units, though, and you have to raise your prices a bit to offset costs that're there on the low end for production, etc.
Once you've got your units, you've got to SELL them.
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Heh... That they did. In fact, I helped there. (I did mention I was working in the Indie space, right? :-D)
Re:The same Michael Sims from /.? (Score:5, Funny)
somewhat strange for someone to simultaneously hold the positions of CEO of a gaming company and editor for Slashdot, I'm going to say no, they're probably not the same person.
I always thought the
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What? No CZ on Linux?
Ok, I give up, what is CZ?
The closest I could find [wikipedia.org] was Counter-Strike: Condition Zero, but I'm not sure why that particular game (which came out 7 or 8 years ago) is relevant?