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Steam for OS X.


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  • 2 weeks later...
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Initially, it's likely that Linux support will be limited to indie games and whatever Valve ports to demonstrate Source on the new platform.

However, compared to the differences between OS X and Windows, the difference between OS X and Linux is relatively small. Devs who use Source in a cross-platform manner shouldn't find it any great stretch to get their game running on Linux as well.

Executive politics may be a problem, but I'm hopeful 0:)

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  • 4 weeks later...

A little update on Valve's experience with Steam for Mac (from Valve's Steam Blog):

- Roughly two thirds of all Steam Mac users are running on a laptop.

- Portal (with the same code base across platforms) is one fifth as likely to crash on a Mac than on Windows.

- And one week after launch, already more than eleven percent of all Steam purchases are for the Mac.

With Steam offering only a handful of games for Mac so far, an 11% share of sales within the first week at the market leader for digital games distribution (Steam controls an estimated 70% of the market) is not too shabby. It certainly shows the business potential of cross-platform development and should be a wake-up call for all game developers. Especially now that Apple has passed Microsoft as the world's largest tech company, this will most likely inspire a few platform policy changes at other game developers, too. Never mind Ubisoft, though. Their DRM is a declaration that they've probably given up on reason altogether.

Edit: As there is some confusion in the DirectX/Direct3D vs. OpenGL debate, here's some food for thought:

For cross-platform game development there's basically no way around OpenGL. Sooner or later Microsoft won't be able to suppress open standards for games anymore, just as they could not hold on to their proprietary way to render the web. And just as in the web browser example, a paradigm shift towards open standards in games will benefit us all.

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