First you need to understand that Bethesda did not develop The Elder Scrolls Online. That is Zenimax Online Studios. Bethesda Softworks is the publishing arm not the development side which is Bethesda Game Studios which made Skyrim and Fallout 3. Always somewhat confusing.I have A question for Bethesda! Something that's been bothering me for almost a year now!
Why is ESO available for mac but Skyrim,Fallout 3, or any of your other developed games not available for mac?
I don't think you fully appreciate the complexity and resources, both financial or expertise to do this. Their game engine is very specialised to their needs with a lot of custom coding. There is nothing simple about it.Bethesda simply would have to make the decision to port their in-house engine to the Mac.
Sorry, I didn't mean to teach granny to suck eggsstevenbennett_ESO wrote: »Actually, as a professional programmer with decades of experience in just about every OS out there, I'm *quite* aware of the complexity, resources, finances, and expertise needed to do this. It's not as bad as you think, because the actual engine code which needs to be rewritten is only a tiny fraction of the overall game code. Yes, it's still a significant project, but a drop in the bucket compared to the overall cost of the game. Probably a couple of man-years of work, given decent Mac programming experience, and more importantly, OpenGL and OpenCL experience.
I can only go on what the situation appears to be. Blizzard have had a job advert up for over two-three years now for a Mac Engineer to join their development team and no takers. I don't think they have even had any applicants (from WoW Mac forum posts) Zenimax themselves has/ had a job advert up for an equally long time. It just seems that it is a hard roll to fill. And as you point out there seems a problem in finding the relevant expertise for this type of work. I think this is one of the obstacles.(To give you a relative idea - DICE, the people behind the Frostbite engine, a compatible entity to what Bethesda uses, have had a job opening for a Mac programmer to port Frostbite to the Mac for a while now -- *one* Mac programmer, as that's all it would probably need to do the job in couple years… And Bethesda is in the DC / Baltimore metro area, where Mac programmers are all over the place, so it's not a difficult position to fill…)
For game share I was going on OS in the original post from latest Steam Hardware/ Software Stats which is a decent size (around 5.5M currently) to get a 'general' real time figure. OS X is 3.54% so 5% seemed a reasonably generous roundup.Also, you have to understand that while that 5% refers to total machines out there, the vast majority of those machines can't run modern games anyway. A more accurate assessment would be based on game share for games which have PC/Mac support on day of release. It varies wildly, of course, from game to game, but most estimates put it somewhere between 20% to 30%.
I don't think it adds up like this though. Current figures posted by Bethesda confirm that Skyrim sold over 20 million copies now. But breaking that down to platform, PC is only actually 14% of the total sales. 5% of 14% leaves a different picture, even with double the sales figures (source)But lets go with your 5% as a baseline. Skyrim sold over 10 million copies. If 5% of those were Mac, that would be 500,000 copies due to Mac sales. If Bethesda only netted $2 per copy, that would be $1,000,000 in Mac profits. Given average programmer salaries in the field, that would probably pay for even 10 Mac programmer man-years -- more than enough to do the job, and still have money left over for QA.
I agree with you. And totally support your stance and always have done. I just don't see it in such clear terms.The thing holding them back is attitudes regarding Bootcamp and Wine that find them "good enough". Wine is no more a "good enough" solution than Bootcamp, IMHO - it's usually buggy as hell, is difficult to set up, and performs poorly. But as long as the upper management sees that people are willing to accept a Bootcamp or Wine version of a game, they assume they'll sell to all the potential Mac gamers without having to spend a cent.
Which, of course, isn't true. Only the die-hard Mac gamers, a tiny fraction of the potential market, actually goes ahead and runs games on Bootcamp, and an even smaller fraction does so with Wine. Most of the companies which have experimented with doing Mac have stuck with it as it's profitable to do so - the main exceptions being those who have switched to an engine which doesn't support Mac (for example, the Dragon Age series switched to Frostbite, so they can't do Mac until Frostbite is ported -- which it will be, sooner or later…).
And as long as people keep saying "Oh, just use Bootcamp", or "Just use Wine", it will continue to be difficult to convince publishers to support Mac natively. Which is why I make it a point to refute such statements whenever I see them.
The state of Mac gaming in 2014: Will Apple ever get its game on?Despite the surging popularity of the Mac, it still remains a niche. So for many publishers, it simply still doesn't make business sense to divert resources into Mac game development and publishing if it means taking away from a core business selling to PC and console gamers. That's changed, as the sales of Macs have risen, and more and more companies are taking a serious look, but for many, it's still not worth it.
That leaves the prospects of companies like Aspyr, Feral and Transgaming safe — they have years of experience managing Mac conversions, assuming the risk themselves. The downside is that this has often led to a delay in the time between a game's debut on other platforms and its release on the Mac.
Developer expertise is another critical issue. At this point, generations of game developers have grown up playing and making games on PCs (and consoles), while the talent pool for Mac games is a lot smaller. A lot of the same principles apply, and there are a lot of cross-platform "middleware" tools to simplify the process, but code development is art and science, and it's very easy to make a mediocre or bad Mac app, and much more challenging to make a good one. That's best left to people with experience, and those are still few and far between, especially in the game development world.
Necroing a thread from two months ago..LandoMoonHunter wrote: »I the Mac has a smaller pool in development
The good days! (well apart from the frustrations that came with Mac gaming even then) You must have some good stories The days of MacSoft Games and Westlake Interactive especially. When you could chat to devs direct on comp.sys.mac.games.adventureWindshadow_ESO wrote: »The fallout games and the ES games are the reason I have bootcamp running on my macs but my gameing machine the old Mac Pro from 2006 can not run anything newer than XP sp3 and the laptop from mid 2009 is on win7
But I do so only under duress because I just want to play those games and I do not enjoy playing RPG types of games with console controllers.
For many years I worked with companies doing games and ports of games to the apple on the ][ and then on to the first macs in the 80s and 90s right up to the transition to osx and you will find my name in the credits of some of the best of them and this calculation has been going on for a very long time a lot of folks might be supprised to know that a lot of game IPs that are still going strong today on consoles and PC were in fact started on apple hardware