If Apple is serious about high end Mac gaming, then the Game Porting Toolkit is not enough. App notarization needs to go, D3DMetal needs to be made open source and allowed to be put in commercial products, and maybe even a system wide compatibility layer needs to be implemented similarly to Steam Proton, because for many developers it's too little too late as most would rather just support Windows and Linux since it's miles easier and their APIs already work.
I was curious so I clicked on his direct youtube page to see whatelse he does/did. He worked for Blizzard for 7 years. Which is cool. And if I remember correctly, they make Mac ports of some of their games. So clearly it's possible, even back then in the before times to port games to Mac hardware. I don't think $800 for a Mac mini and $100 a year for developer membership hurt them much. And .02% of total sales was most likely a million or so bucks a year for them.
Looking up 2022 numbers for blizzard annual sales (Google search). $7,528,000,000 (billion). It's about $1.5 million on the mac side. If his numbers are right, and that accounted for all mac games sold (assuming it's not just one game). Should cover the cost of his salary and whatever mini's they needed to purchase. Plus 1 year of developer membership. Even if they paid him and 9 other guys $100k a year. They still make half a million. I assume they paid him less and maybe only had him and like 3 other people working this if his statement on work treatment are correct (no reason to doubt him).
It's pocket change for Blizzard I get that. But, it's not that bad.
If Mac Gaming was a thing, we all win.
100%. It's a risk vs reward business. Its has to be successful otherwise it was a wasted effort and people don't make money. So risking anything for a platform with the least amount of paying customers and hardware (generally) that simply can't run the game properly. IS a waste of time (and money). No one should or want to do that. However. it's not like it hasn't been done before on the mac. And if anything we have learned from the past attempts to bring more games to the mac have shown. Is that we want more games on the platform.
Mac users aren't PC users. We didn't buy a Mac "for" gaming. We want to be able to play games though. And something we want most of all is native games that run well. Which is unfortunately hard to do. I personally think Apple is making its best effort here with the GPTK and hardware that supports the features of modern AAA games on the SoC. It is now all a common hardware and software platform that will keep it simple (or simpler) for any developer to bring a game over. Not just to the mac or just to the iPhone but to both. They have the ability to get customers across Apple's ecosystem. That solves the .02% of sales problem. I'm sure EPIC made money on the iPhone port of Fortnite. Otherwise they wouldn't have complained so much about the 30% cut to Apple for IAP. Make a good game, and people will purchase it.
Making a game run on Apple hardware isn't the obstacle the video makes it out to be. It's doable, and others have proven it. I'm not saying that person was treated great at Blizzard or that he's a fraud or anything like that. I'm sure he's 100% honest in his assessment. But, if we went off that one comment of buy this spend that use Xcode, and start over when it fails. As the end all be all. We wouldn't have any games on the platform. I agree he should be paid what he is worth. That goes for anyone anywhere. I'm happy for him that Amazon is paying him well.