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However if your game is based on a 3rd party close source engine and you can only release the game code, or you release it under some sort of non OSI approved shared-source license, most people will consider it as bad PR at best.
You have a very interesting point. Unfortunately, I do use third party engines to ease the development (I work alone and do everything, from programming to graphics, music, etc). However, truth be said, using third party engines is a real pain sometimes.
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To attract the Linux audience to your games, always tricky. I think just the mere act of allowing them to test the game before purchase and the ability to spend more money would significantly boost the effectiveness of Linux sales. Noone wants to do a blind purchase and thus if noone goes, they will never go. Giving free weekends on steam on a regular basis allowing people to test the game and making sure that the game is designed to live well beyond those periods is key to success in my opinion. Other than that I can only recommend you make a good game with a good tutorial.
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So even if they don't buy your games with Linux in mind, you will make their lives so much more comfortable in the long run; up to the point where they may switch to Linux. And while this doesn't necessarily seem beneficial to you, having support for free and open platforms prevents you from getting vendorlocked. You will always have an escape when Microsoft commits its gazillionth fuck up, Sony tells you how to make your games or Nintendo gives you shit hardware to develop on. And because you've kept the door open, your own user base will be able to migrate more easily as well.