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Obsidian: Developing For Linux Was Not Worth It

By Jaco Gerber -
In a recent interview with PC Gamer, lead producer Brandon Adler of Obsidian said, "I don't think it was worthwhile developing for Linux. They are a very, very small portion of our active user base - I think around one and a half percent of our users were Linux."

While he did add that is was easy to get the game running on Linux, he cites additional logistical problems like QA and a development team with no previous experience developing for the platform.

These comments stand in slight contrast with statements made in June to Mac Gamer HQ where the interviewer asked "Do Mac and Linux sales justify the extra work involved?" and got back "Yes. Any time you can get the game out on multiple platforms is a huge win for sales because obviously your audience is expanded to include many more people." Although one could argue since the site is a Mac site, the response was equally Mac-slanted, despite the mention of Linux.

As with any such statements, I wonder if the aforementioned added burden can be quantified in time/money spent, and how that compares with the income gained form the 1.5% Linux sales. Surely, it was just a matter of it feeling like a larger burden than it really was due to it being new for the studio?

Smaller studios with reservations about Linux development should really consider outsourcing these efforts, or at least be open to licensed ports. I'm fairly sure the likes of Aspyr/Feral would be more than happy to reap the rewards of managing such ports, especially when the effort is purely QA and support, rather than actually needing to port engines.

Editor Note: If any developer creates a Linux version before Steam Machines are released and expects more than 2% of sales from it, they're doing it wrong. You're doing it for the future and for the long run, not for a quick gain which you won't get right now. Article taken from GamingOnLinux.com.
Tags: Editorial
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BillNyeTheBlackGuy Aug 31, 2015
So much hate here. They were just answering a question honestly.


Last edited by BillNyeTheBlackGuy on 31 August 2015 at 1:14 pm UTC
Cybolic Aug 31, 2015
Quoting: KeyrockI always get a kick out of replies like some in here, most of them likely from people that have never developed a single piece of software, much less something the complexity of a video game, in their life thinking they know the technical and business side of video game development better than people that have been doing it professionally for well over a decade, multiple decades in some cases. Ah, never change internet... Wait, actually, do change internet.

/facepalm

Fortunately, we have several commenting individuals on this site that actually _do_ have experience in development and specifically game development - Cheeseness being a prime example in this thread. I'm sure you'll find that most Linux communities inherently have more programmers than other OS-specific communities and that many of us who aren't necessarily in the business of games, have been or are involved in projects on the size and scale of most game development projects, as Linux is usually used in critical applications.

In any case, I'd welcome any counterpoint you may have?
Cybolic Aug 31, 2015
Quoting: BillNyeTheBlackGuySo much hate here. They were just giving answering a question honestly.

No hate from my side, just puzzlement and a desire to understand Obsidian's point of view, as well as let them see mine (and "ours" from what I see in this thread).
ZekThePenguin Aug 31, 2015
I like Pillars of Eternity. It's a shame Obsidian has that mindset toward Linux.
Mountain Man Aug 31, 2015
Quoting: EikeThey have got all numbers and when they say it wasn't worth it, there's no point not to believe that.
(Why would somebody say such if he has made profit of it? No reason to believe so.)
Obviously we're all here because we're fans of Linux, and we're disappointed when a developer responds this way, so we're just trying to understand their point of view. When they say it wasn't worth it, do they mean they lost money? They broke even? They made a profit but it wasn't as much as they would like? That Linux customers didn't express sufficient gratitude for their efforts?
Liam Dawe Aug 31, 2015
Quoting: EikePlease stop ranting, and stop adding numbers you don't have.

These developers made a very good game and a very good Linux port of it.
They have got all numbers and when they say it wasn't worth it, there's no point not to believe that.
(Why would somebody say such if he has made profit of it? No reason to believe so.)

Some of the parameters might change, like a better Linux support of their engine and more Linux knowledge in their team (due to the first port). So there's still hope for their games to be ported in the future.
I really hope so.
Looking forward for The Bard's Tale.

Talking about numbers, mine were taken directly from SteamSpy which can track who owns what. It's not perfect, but it's a good measure to go by. There's nothing wrong in doing things like this, as it allows us to see what level of income some developers deem acceptable for a port.

Quoting: BillNyeTheBlackGuySo much hate here. They were just answering a question honestly.

It's true people shouldn't spread hate, but people need to learn to separate hate from curiosity and criticism.
amonobeax Aug 31, 2015
What they want from us? Everybody in our userbase buying 2/3 copies of their game?

Numbers were clear they couldn't set their expectations higher than what our user base allowed.

But again, what Linux(steamOS) represents is (if sucessful) the FUTURE.
It kills me seeing ppl wanting short term profit on a long term move.


Last edited by amonobeax on 31 August 2015 at 1:42 pm UTC
omer666 Aug 31, 2015
I see two relevant points that are a bit overlooked. First, Brandon Adler is the lead producer, and as such his vision is that of the guy who decides what to invest on and how much. What he sees is "We spent money on Q&A because of Linux". On another hand Adam Brennecke, who's executive producer and lead programmer, has indeed another vision, which is "porting to Linux and Mac was quite easy" (at least considering the same thing with an in-house engine could have taken so much longer). Let me state that both are right. Indeed Linux is not the platform which will maximise your investment. But from another technical perspective, supporting it did not take that much of an effort, and its the executive producer who states that, so we'd better believe him on that one.

Now, two things. First, if Linux does not maximise the investment, it does maximise crowd funding campaigns big time, because you can get much more money form game starving Linux and Mac users on the promise of having their OS supported. Just look at how many projects add Linux as a pledged goal without thinking about the technical details before hand... Divinity Original Sin is a perfect example of this tendency, as well as many others.
Then, as many stated before me, supporting Mac & Linux is good for your image and for socially promoting your game. I can't recount how many times I made recommendations for friends of mine after playing a game on Linux. I even bought Metro Redux on PS4 as a birthday present for a friend. Developers should know that. When you reach a customer, his acquittances become potential customers.
How can you count how many Windows users bought PoE because their friends played the Linux version? You can't.

Also, before Microsoft's dreaded monopoly, there used to be so many platforms you couldn't even remember them all. Did it prevent developers from earning wages? Absolutely not. I know coding and porting was much simpler back then, but with all major engines being multiplatform nowadays - including PoE's engine, Unity - it's possible to develop with multiplatform in mind from the ground up, again.

Oh yes, there are some discrepancies in supporting Linux. I for once was very upset with the Witcher 2's launch and its very poor performance. But now and then I see Linux users being very harsh about bug correcting and such. Keep in mind, devs are people for whom making games is their bloody job. They get home during the week-end, and they need to get some rest at some point. Some Linux users seem to forget that, and it's a shame. I mention that fact because it's precisely Q&A which gets pointed at in the article's case. Don't forget to be thankful to companies who support Linux in a good fashion.

So, there is not much to think about in Adler's statement, other than having yet another guy looking for money talking about money, and one of his colleagues not feeling the same about it. So we know those two guys point of view, and another interesting question would be, what does Obsidian, as a company, think about it.
Cybolic Aug 31, 2015
I just noticed something that I don't think has been brought up earlier. The original Kickstarter asked for $ 200,000 extra to cover the cost of porting to Linux and Mac (as a stretch goal), so even without counting the Linux sales, Obsidian should already be in the clear and all Linux sales should be counted as pure profit.

Am I missing something? I would really love for them to come out with a bit more detail about this...
Eike Aug 31, 2015
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Quoting: liamdaweTalking about numbers, mine were taken directly from SteamSpy which can track who owns what.

They can't, they have to extrapolate from public profiles. (So everybody who doubts that Steam survey is correct should doubt this one as well.) But that's not the primary number I'm having heavy doubts with. Everybody doing business will tell you that a lot of money is subtracted from your sales before you get it into your hands. Some examples have been given in an article linked by someone above. We cannot just multiply an extrapolated nuber of sales with an unlikely share of it being left to the developer, subtract a made up number of QA cases which we don't know how expensive they are and tell the ones who plainly know better than us how much bucks they made profit from this.
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