How has this hit 46 pages? The answer could have been said in one reply.
How has this hit 46 pages? The answer could have been said in one reply.
Part of it is when new identical threads get created, they get pulled into here. All one has to do is reject the notion that “Publishers don’t want to release games for Mac” and one can run these threads forever!How has this hit 46 pages? The answer could have been said in one reply.
Ah but that would be moving goal posts to some.... and the circle will repeat itself.Part of it is when new identical threads get created, they get pulled into here. All one has to do is reject the notion that “Publishers don’t want to release games for Mac” and one can run these threads forever!
Not at all.I try to say this with a cool and calm Johnny Depp voice; Are you trying to move the goalposts? So it’s not enough to just mention Mac ports to prove that Mac gaming is not dead and doomed, now we have to find a studio that makes only Mac games to prove it can be profitable? In the PPC era there were several Mac/PPC only games but that changed with the transition to Intel. Why would that be important now? It would be a lousy business strategy that only Apple could pull off but not without losing a ton of money like Epic and that’s not their business model. For smaller studios it would be suicide to ignore 96% of the gaming market unless they wanted to minimize their profit and not be able to fund their future games. There’s no pride in that.
Funny though that Bungie in the beginning before Microsoft bought them focused on the Mac market ”because it was smaller and easier to compete in”. Today with around 120 million Steam users the number of Mac gamers should be about 3 million (2.55%). That’s like a small country. Developers should also think about long-term revenues and not short-term profits. Tomb Raider series has sold 88 million copies to this day.
Decent list in what way? You could add 1000 more titles to it but it doesn’t tell the whole truth about the ”doomed” Mac market because it’s build on a wrong premise. Sadly it’s another example of what’s wrong with threads like this, people rather want to be right than factual. The premise of that list is that Mac gaming is doomed because new and unreleased games aren’t ported to Mac. As I said that’s not how porting games to Mac works. It takes months or years for Win games to come to Mac. Mac ports are rarely announced or released at the same time with Win games. It’s more rule than exception.
The list is full of newly released games, unreleased upcoming games, franchises that never have existed on Mac or developers that have never released Mac games before. Of course such a list becomes a self-fulfilling prophecy proving that the writer is right. I mean Feral just released Warhammer III for Mac. Do you expect them to spit out WH games every other month? I could also claim the opposite by saying that Warhammer 40K: Shootas, Blood & Teef is coming to Mac later this year. There’s even a demo for it.
I just gave three examples before of how the porting usually works. I can give another one, also regarding a studio that is interested in Mac gaming market, 4A Games. They’ve made only 4 games of which three have been ported to Mac, i.e. Metro trilogy. Exodus was pc and Epic only in Feb 2019, no words about a Mac port. So back then it could also be on that list as a proof. In Feb 2020 they released it on Steam, still pc only and no words about Mac. In Nov 2020 they suddenly announced it for Mac, Linux, Xbox X and PS5. Finally it was released in April 2021 on Mac after two years. Then last summer at WWDC21 Apple revealed that 4A and Larian had asked Apple for help for optimizing Exodus and BG3 for Apple Silicon and Metal and Apple had happily helped them for free, showing Apple is interested in gaming but on their on terms.
So despite being a ”decent” list it is still misleading and premature. Big studios like Microsoft and Sony are first and mostly interested in promoting their own HW/SW. They want to increase their market share by selling Windows/Xbox, PS and their subscription services. It took Sony 17 years to release God of War on Windows. So maybe in 2039 they release it on Mac. As for Ubisoft they have no interest in either Mac or Linux.
I keep hearing some rumors about integrated Crossover, similar to what Proton is doing for Linux. Could be an option, but only time will tell.
There are rumours about Apple buying EA. No idea if there is any truth to them. I haven't heard anything about a crossover-like solution, and I am skeptical to say the least.If it works as well as (or better than) Boot Camp, then it certainly sounds exciting!
Where did you learn about those rumors?
Boot Camp is a native Windows solution, so no, it won’t work better. DX12 is and remains a problem for now.If it works as well as (or better than) Boot Camp, then it certainly sounds exciting!
Can’t drop names. One person is the team lead (engine and graphics) for some titles that got a Windows and console release with a custom engine and UE4. The other is doing HLSL development at another studio.Where did you learn about those rumors?
I don’t know if there’s any truth to it, but I’d doubt it. Apple wouldn’t get anything out of it and they’d end up expending a lot of effort producing content specifically for non-Apple systems. And, if they decided to stop production of content for those other systems, the value of the purchase goes down significantly.There are rumours about Apple buying EA. No idea if there is any truth to them. I haven't heard anything about a crossover-like solution, and I am skeptical to say the least.
Yeah, but both of them don’t make much sense, even combined. Integrating Wine would just be Apple officially confirming the notion that, if you’re not a console, your best bet is to try to run the Windows executables. And, folks that want to do that don’t need Apple’s help for it.compared to integrating Wine/Proton/Lutris/etc. to gain a larger portfolio.
According to this story, it was a past thing.I don’t know if there’s any truth to it, but I’d doubt it. Apple wouldn’t get anything out of it and they’d end up expending a lot of effort producing content specifically for non-Apple systems. And, if they decided to stop production of content for those other systems, the value of the purchase goes down significantly.
He spends 6 minutes saying what could be said in one sentence: "there are fever games available on mac than there are on PC or console, so you could consider getting one of those for your gaming needs"Apple buying EA to gain a handful of games makes little sense compared to integrating Wine/Proton/Lutris/etc. to gain a larger portfolio. Even then there's still many other critical roadblocks to Mac gaming such as poor cost per frame with Macs delivering about 1/5th the frame rate of gaming laptops that cost the same or less. Even the AppleGamingWiki guy thinks it's a bad idea.
Randomly grabbing these from a release list...
All these games have one thing in common, Windows but no Mac support. Note Diablo 4 and Path of Exile 2, they've dropped Mac support after D3 and PoE supported Mac natively. I'd say there is a lack of dev support. Not a total lack, there is still support, but nowhere near what it could be. As far as Apple goes, they only care about making money and the usual mobile type game that is cheap an offers any form of DLC / in-game purchase option is what they're after.
- Sons of the Forest
- Forspoken
- Saints Row
- Scorn
- Starfield
- Stalker 2
- A Plague Tale: Requiem
- Ark 2
- Avatar: Frontiers of Pandora
- Babylon's Fall
- Blood Bowl 3
- Company of Heroes 3
- Dead Space Remake
- The Lord of the Rings: Gollum
- Diablo 4
- Everwild
- Frostpunk 2
- Galactic Civilizations IV
- Ghostwire Tokyo
- Gotham Knights
- Gothic Remake
- Grid Legends
- GTFO
- Hellblade 2
- Hogwarts Legacy
- Kerbal Space Programm 2
- Knights of Honor 2
- Overwatch 2
- Park Beyond
- Path of Exile 2
- Pharaoh: A New Era
- Prince of Persia: Sands of Time Remake
- Redfall
- Roller Champions
- Shadow Warrior 3
- Syberia: The World Before Anfang
- Skull and Bones
- Star Wars Knights of the Old Republic Remake
- System Shock Remake
- The Outer Worlds 2
- Uncharted: Legacy of Thieves Collection
- Vampire: The Masquerade - Bloodlines 2
- Warhammer 40K: Darktide
- Witchfire
Their support is bad, really bad compared to Nvidia. When I run into a problem on the Nvidia side I can get support right away, Nvidia will also invite me to come over, bring my team along and solve problems together. With Apple not so much anymore. It used to be the case back in the PPC and early Intel days. If Apple is giving support today, than it's for marketing purposes only, something they show off on stage during a keynote. Otherwise it's asking for support and hope to hear back from them with an actual solution. Apple today reminds me a lot of Nintendo support back in the SNES, N64 and GC days, it was a nightmare to request dev support with Nintendo back then (I have no idea if Nintendo changed later on as I've not done anything on Nintendo hardware in ages).
To sum it up, not many studios care about bringing games to the Mac. And support from Apple could be much, much better as well. For some reason they showed interest in porting Tensorflow over for compute, that went south quickly however. Now they jumped onto the Blender bandwagon, we'll wait and see how that will go. I've yet to see such effort (even if they drop it) in the gaming world. The last massive gaming effort I've seen from Apple directly was the introduction of SpriteKit.
There’s a difference between optimism and wishful thinking though. Is this optimism based on the HW and SW of Macs? I’d think so. But why is it not based on what’s actually happening inside development studios, particularly on the analytics and finance side of things? In the end, that’s where decisions are made and there, nothing has changed for expensive titles, it even got worse in comparison to the past.
The whole market is in a terrible state. This is not a subjective thing, it’s measured in $ for studios. The lucky ones are Apple getting a cut for every transaction made via the AppStore.
I’ve been a fanboy here and there, but yet I have no problem calling a company out when they screw up or point out the flaws if there are any and that includes Apple. I made the decision to stop Mac support for larger projects which were Unity or Unreal based last year (it’s been a long time coming). It’s just not financially feasible, it costs more than it brings in. For smaller projects, it’s a different story.
I randomly took a few games out of a release list I have here. I did a quick check and they all have at least Windows as a platform listed (some more when counting consoles). I did not include games that have no confirmed target platform and also did not include games where the information is still under NDA for obvious reasons. So everything I’ve included should already be public knowledge.
Not sure I understand. Are we only allowed to count games that previously had a Mac release? I thought this was about games in general and how attractive the Mac is for studios. Shouldn’t every game count then (leave out console exclusives)? I mean, if the Mac is a promising platform for gaming, then it will catch studios attention and they will port a game to it, no matter if they’ve previously done it or not.
And yes, EA like many others have little interest in the Mac, because they’d lose money that way - at least for bigger titles. This is all done by analysts looking at the financing. And before you get a green light for such a project, you get a yellow light for a detailed tech evaluation. So anything happening on a Mac starts before it’s actually green-lit. At least for big studies, the indie developer sitting at home is a different story.
It’s really not always been like that. Such a decision is directly influenced by the technology stack. The rest comes down to simple math. How long does it take to port a game to the Mac and how many people are needed? That includes the port itself, testing, QA, maintenance, etc. Then some analyst is making a prediction on expected sales. If $ sales - $ port > 0 it’s a go (well, more like a much larger number than 0). If not, no go. It’s actually fairly simple with the usual uncertainty involved as no one can predict exact sales numbers, not for games, not for movies, not for anything. The problem here is that really expensive games are hard to port because of proprietary engines or 3rd party tools or even high level of optimization (hello Path of Exile). And by hard to port I mean expensive, to the point it’s not financially feasible.
For simple games, it’s a whole different story. And by simple I mean the engine, lack of optimization (sometimes because it’s not needed), levels of graphics and so on.
Let’s look at Valheim. It’s using Unity, so that’s a big plus for a port. If not using 3rd party tools it could be as simple as a switch of a button. You still need to test, do QA, etc. But such a port can be straight forward. The graphics look very dated, very simple to port. The graphics are not why people buy this game though. It is understandable they made the decision to port it, based on the “little” work (compared to some other AAA titles). I probably would have done the same.
Borderlands 3, UE4 which is ok, not as easy as Unity, but still ok (UE5 is much more problematic). As for the graphics, it’s not cel-shaded (which are really simple to do), it’s mostly hand drawn textures with simple lighting models and pre-baked light maps. In other words, there’s little effort. It’s a artistic decision though.
For Frostpunk there’s always been a macOS version because the engine supported it from the start. They just didn’t bother releasing it and do the additional testing. That decision was made later on, due to the simple port. The‘ve also decided to go UE4.
You can add Baldur’s Gate 3 too. It’s a very simple to port game, the graphics are fairly simple and there’s nothing in the game that requires a high level of optimization for any specific platform. The majority of the development cost was eaten up by the game logic, which is platform agnostic.
To sum it up, the simpler a game is, the easier it is to port it. There are actually metrics for such things. And that’s why from the very beginning it’s somewhat easy to tell if a game might receive a port to the Mac or not at least from a financial view.
Any game studio would port to the Mac if it’s cheap and remains cheap. It’s simple, if it costs $1M to port and maintain over the next x years and the sales generate $10M, you have a winner and a port. If it costs $30M to port and you only make $10M with it, then hell no. As I said before, it all comes down to money in the end. And if it isn’t for simple games that are cheap to port, no major game studio will even think about it. You don’t even have to talk to the people making these decision. Go to a game conference for developers or maybe even SIGGRAPH and talk to the people making these games. The Mac is treated as “can we make a few extra bucks with it?”, but not with any priority. I’ve done the math somewhere in a much older thread for an actual $100M+ project that had Mac support. The next part of that game series is in the list I posted and won’t get Mac support anymore. It’s also using a custom engine with no intention to ever make it portable. A decision based on money and nothing else. Now if Apple comes around the corner, puts $100B on the table to buy them, that might change… but what are the chances?
The point is not being familiar with the games or if they’re shipped or in development, I could have picked many other games. The point is, if the Mac is so attractive to studios (and developers*) and if Apple has such great support for games, then why are so few games (going by the overall numbers of games) ported to Macs? Shouldn’t everyone release their games for Macs when everything is so great and the future is so bright? The simple truth is, it is not. That doesn’t mean we won’t see games on the Mac, but not enough choice for the mainstream market to establish a larger user base playing games and not enough for the gaming freak. The casual gamer already picks some games from the AppStore. In other words, same old, same old.
* as for developers… I’d say developers like Macs in general. As a developer I’d love to do everything on a Mac. Apps, graphics, research, 2D/3D simulations, AI, you name it. It a great platform developing for when you put hardware and software aside. As someone responsible for the success of projects and the millions of $ put into these, it’s not so easy. The problem is, the hardware is not there yet for all use cases. We’ll have to wait and see what the real Mac Pro replacement brings and if it can compete with NVidia DGX stations and similar systems from Dell, Lenovo and HP (and clusters of course). And then there is of course NVidia with Cuda and all those tools (hello Omniverse) that make life so much easier. It’s so much cheaper going that way. Now no single company/research group needs all of these tools, only a subset, but what are teams working in research, medical field, AI, games, etc. supposed to do? Hire 500 to 1000 additional people to port the stuff they need the next 5 to 10 years? Sure it can be done, but this is where we go in circles. It all comes down to money, how much does it cost to use a specific platform and tools and how much can be made with it.
I’d love to hear other stories though. What are the experiences with projects in the $5M to $10M range over a period of 3-4 years. What’s the return on the Mac side? What about projects in the $10M+ range or even cheaper ones?
You can question all you want, this list is directly from the studios.
This is the typical Mac-fanboi behavior, read the quote from the Myst review I posted several times. It's spot on. Adam Savage made it famous:
Funny how things are constantly moved towards, Macs are gaming machines and Apple can't do no wrong. M1 is the savior, but as soon as games are pointed out, we're moving to 32-bit games that are not supported anymore and can't even be run on current hardware. ?♂️
The only things that are accepted are those that say "all hail the Mac, all hail gaming on the Mac". In psychology it's called selective acceptance/rejection and it speaks volumes.
Please tell me. I've quickly checked all titles and for each one I found announced platforms. I didn't check in online stores, the info is directly from press releases of the studios. They should know. I'd be happy to double check, which one do you think does not have a confirmed platform?
Give me a hard definition for AAA and I'll tell you. Careful though, it's much more likely that non-AAA games are coming to macOS, because they're cheap to develop and easy to port, so it's much more likely there will be a macOS version.
Another question is, does it really matter? If support from Apple is so good and games are so attractive for devs to bring over, then why do these or any other non-macOS game not get a port? Studios should line up and port titles and yet that's not the case... Why don't you post a list of Mac-exclusives? You can handpick the games if you want. Just stick to desktop vs desktop and mobile vs mobile. Doesn't make much sense to compare a mobile game with a desktop game.
I fact checked my list, thank you. Not from some website, but actual information from the source. I did not chose these games to make my point, I picked them randomly out of a much larger list. I'd think as someone who ported or developed so much software for macOS the concept of "randomization" is clear. Maybe not? How many titles in what budget range have you ported? Did you get Apple support for it?
I find that claim interesting though. Apple used to have great support back in the day. I could pick up my phone and speak directly to the people who created the software on Apple's side. Whenever I was in Cupertino or at WWDC people were always open. Things changed though, the support is basic these days. Nowhere near what Nvidia offers or even Microsoft. Is there support for developers when Apple presents sofware/games at a keynote on stage? Of course, it's for PR reasons. I've provided software that Jobs used on stage for benchmarking back in the older days. What do all the other studios do that don't get to show their stuff on stage at an Apple event? They have to live with basic support. Remember the Touch Bar? Apple supported that as well, they pushed it massively. They brought devs on stage and showed off how great the Touch Bar is, it's the future, the best thing ever. Just like they showed off some gaming content more recently. What happened again to the Touch Bar (RIP)? Fast forward 6 years... "what happened again to gaming?" is that what we're in for?
In any case we're going in circles. Those who desperately want games on the Mac will always claim it's going to happen, even if studios and their financial analysts say something else. So do devs at conferences. You probably won't have access to the former information (unless you have a NDA), the latter is easy, visit conferences and talk to the people. That doesn't mean there won't be games for Mac, but the selection will always be very limited until massive changes are made (higher sales). Money rules the world, some accept it, other don't.
I'm not asking for it. Think what you will, dream up whatever you want. I'm sticking by doing actual projects myself and talking to people who do the same at other companies in the industry.
?♂️
It has to be said, though, that glowing words about Apple products doesn’t necessarily convert into an increase in published titles, though. There are several opportunities over the rest of this year where publishers will be communicating the systems they’re supporting. For each one of those announcements, I’ll be looking to see how many include macOS.I guess this thread didn’t age well after today’s WWDC. The problem is that many comments are shortsighted and based on status quo instead of considering Apple Silicon’s possibilities in the future. Apple just announced Metal 3 and showed off two AAA games, No Man’s Sky and Resident Evil Village coming to Mac this year. Feral also announced Grid Legends. Of course the pessimists had to focus on No Man’s Sky being an older game to prove a point but Capcom went up on stage and praised the hell out of the Apple Silicon.
Anyway I’m glad and optimistic after today’s gaming news at WWDC.
And, we KNOW that the developers of all the “run the windows .exe instead” solutions will be able to use these methods, too. I mean, Mac folks that want to play No Man’s Sky right now are using GeForce Now, will they buy it when it’s released in the future? And, for the rest, are they playing it elsewhere already? I wonder if they’ll report sales…I feel the same as I did before WWDC. Every year we hear the same hype in technologies, and the same Mac gaming arguments of how Mac is a force to be reckoned with. The “good” games list on Macs are usually subjectively good games of the past. It would be nice to have games in the present with launch parity to PC.
And, we KNOW that the developers of all the “run the windows .exe instead” solutions will be able to use these methods, too. I mean, Mac folks that want to play No Man’s Sky right now are using GeForce Now, will they buy it when it’s released in the future? And, for the rest, are they playing it elsewhere already? I wonder if they’ll report sales…
That’s the point. They’re making a game, ostensibly, for fans of the game that own Macs. Fans of this game that was released long ago have already played the game on something else OR, if they must be on their Mac, they’re already playing via GFN.Mac folks who play no man’s sky on GFN already own the game. Why would they need to buy it again? 🤨
That’s the point. They’re making a game, ostensibly, for fans of the game that own Macs. Fans of this game that was released long ago have already played the game on something else OR, if they must be on their Mac, they’re already playing via GFN.
What do they think their sales of this game is going to be?
Do we know that they are not going to release the Mac version on the Mac App store?Mac folks who play no man’s sky on GFN already own the game. Why would they need to buy it again? 🤨
It has to be said, though, that glowing words about Apple products doesn’t necessarily convert into an increase in published titles, though. There are several opportunities over the rest of this year where publishers will be communicating the systems they’re supporting. For each one of those announcements, I’ll be looking to see how many include macOS.