Software development is only a small part of game development. Most expenses are platform-independent: design, writing, scripting, textures, 3d models, animations, voice acting, sound effects, music, marketing, administration...
The numbers include everything, full Windows vs macOS costs.
An indie studio can support Mac easily if the game engine they are using already supports it.
That’s what I said. Well, in reality its not that easy (see below).
Same for big studios and their proprietary engines. Supporting Mac is also cheap if you are writing a new engine.
Define cheap. You need a full team of developers supporting it. This isn’t the 80s anymore when we made games alone or a team of 3-5. Back then things were simple and porting stuff was also somewhat simple compared to today. Don’t get me wrong, I miss those days and looking at what we could do back then vs now is an eye opener. But you know what they say, things were always better in the old days.
What's your source for that $50M?
$50M isn’t a fixed value, it was an example. Porting to macOS with a high degree of customization is usually more in the 60-75% range. I’ve seen titles where this got way higher from large publishers like Ubi, EA, etc. So the source is myself and others I’ve worked with. I’m not a financial guy tho, my background is graphics and image processing, I took a dive into AI at some point and left the industry a long time ago to teach at a university. I do still consult for the industry though, but mostly non game related. We still have students there that went into the industry. Some to Apple, others went to EA, Ubi, Activision, Capcom, Nintendo, etc. (when it comes to games).
LOL at 50% increased cost to port the game to MacOS. Unreal Engine and Unity comes with MacOS/iOS support out of the box.
And every game is based on those engines… you can go from one end to the other and be done with a flip of a switch. 50% is actually cheap for a highly customized game. How many games have you developed with Unreal Engine, how many with Unity. I recently had to give up macOS support on a smaller Unity based project which utilized ml-agents, because the proxy communication API in Unity in combination with macOS is broken (has been for years). It’s not so black and white as people are led to believe. Depending on what you want to do, Unreal/Unity may work fine on macOS or they’re broken beyond repair. It’s not my job to fix this stuff, I’m looking for a tool to use and when I macOS is giving me trouble and I need to hire too many people to fix stuff, I just drop support.
Well , your example is not set in reality , there is a poster in ArsTechinca on the Mac forum who works for Feral , and he stated the a full port for AAA game is between 3M to 5M USD and Feral is a big porting SW house , so no where NEAR the crazy numbers you put forward.
Ah, so my example based on actual projects with Ubi, EA, Valve & Co. is not set in reality? Maybe you should let them know about it.
I’m also not talking about a bad 3rd party port of a decade old game, but actual in house development of new titles.