But we're talking about a completely different type of games, which won't run on iOS devices.You're giving me some very vague methodology to try but without actually giving me any concrete reasons or numbers other than Apple's revenues. Honestly, that doesn't interest me, because it doesn't say anything about how much I'll earn when I write a game.
But I can tell you this much: my games have earned me far more on iOS (and then Android) than the Mac versions did. Ultimately, that was why I dropped the Mac version. And now that Mac can run the same games I've written for iOS, I have even less of a reason to maintain a Mac-specific version.
A typical AAA games has a PS version, an xbox version and a Windows version. They usually don't have a Mac version because it has been determined that revenues would not compensate development and support costs.
The question is whether this may change in the future. Even if the Mac version generates much less profit than a console version, say 1 million instead of 30 million, why not do it? That's 1 million $ that you would not earn if you didn't have a Mac version.
However, it's important to ensure that the "lesser" (Mac) version is not detrimental to the most profitable versions, given your limited time and resources. If developing a Mac version means that less effort is spend to the console version, which may reduce the profit down to 20 million, the net result is not good.
But AAA games studios can use porting houses if time/resources are limited.
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