Changing the rendering engine is one thing. Rewriting the entire code base
to work on 7 cores is quite another.


On Sun, Mar 14, 2010 at 01:07, Allan Button <abut...@netaccess.ca> wrote:

> Maybe the Mac is a good test platform for OpenGL, then they are going to
> springboard off this, and jump into PS3 development.
>
> Also, I'd buy a dozen copies of TF2 for the iPhone, so I could play with
> the people I work with. ;)
>
> Allan
>
> -----Original Message-----
> From: hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Kyle Jansen
> Sent: Saturday, March 13, 2010 11:42 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac
>
> Two things:
>
> First, I completely agree with Adam's analysis. From what I see, Valve
> makes most of it's money from Steam, not games. I wouldn't be surprised if
> some of their games actually failed to make a profit, given how long their
> dev times are. Further, the Mac has nothing to compete with Steam, while the
> PC has several dozen competitors.
>
> What I'm hoping is that this Mac port signals a Linux port as well.
> The systems are sufficiently similar that it wouldn't be difficult, and
> Linux has absolutely no competition. Even Mac!Steam has to deal with retail.
>
> Second, I don't think moving into general movie sales would work for Valve.
> They don't really have first-hand experience making and selling movies, so
> they won't be able to be as developer- (or the film
> equivalent) and consumer-friendly as they are with games. Besides the fact
> that they would be up against some fierce competition, and don't have nearly
> the brand recognition many of the movie-digital-distribution players have.
>
> Steam is for gamers. Gamers know about it. Most gamers like it, or at least
> consider it the least evil DRM available. What could work, then, is selling
> game-related media. Put the Source modding tutorial DVDs on. Put game
> soundtracks on. Heck, I'd buy Advent Children if it was on Steam.
>
> Of course, watch all my predictions turn out wrong. I'm guessing a Team
> Fortress feature film, and a port of Steam to the iPhone, just to make my
> predictions look stupid.
>
> > Date: Sat, 13 Mar 2010 13:36:33 -0600
> > From: Nathan Voge <hl2fr...@msn.com>
> > Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac
> > To: hlcoders <hlcoders@list.valvesoftware.com>
> > Message-ID: <col116-w380923eee8badc081a07588...@phx.gbl>
> > Content-Type: text/plain; charset="iso-8859-1"
> >
> >
> > Don't forget that Steam not only works for digital distribution of games.
> Sure that is mostly what they have now, but I'm guessing that somewhere at
> Valve they are thinking about digital distribution of other things. Movies
> (There was/is that one Zombie Movie. BTW the site www.2chums.com is now
> for sale), songs, professional software...
> >
> > > Date: Thu, 11 Mar 2010 22:51:58 +0000
> > > From: harry101jeff...@googlemail.com
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Steam 2010 mod support and Source for the
> > > Mac
> > >
> > > It also re-asserts Steams position as the best digital distribution
> > > system available. Stopping other new platforms such as impulse that
> > > support mac from taking control is a wise move.
> > >
> > > On 11 March 2010 19:08, Kerry Dorsey <kdor...@dorseyinc.com> wrote:
> > > > Adam, you're absolutely right...as I see it. This is much less about
> platform game support than it is about platform distribution support. But
> the latter is useless without the former. You accurately described the Mac
> dev food-chain so I won't be redundant, but the other key aspect of current
> ports to the Mac involves the code itself...native versus virtualization.
> The latest Sims 3 port for Mac is emulated. It's PC code thrown on top of a
> resource hungry virt environment (that's an over simplification, so don't
> get too upset) that runs horribly on all but the latest and strongest
> machines. So while some see "support for the Mac" means that it will run on
> all Macs, that ain't so. In fact, I'm venturing a guess that EA's support
> costs for the average Mac release is INSANE, all because of performance
> issues. If said code were native, most of the problems probably wouldn't
> exist. So I see Valve's decision to port, natively, their OB engine product
> to the Mac to be an effort to a.) throw more sand in Activision's
> distribution eyes, (go Steam!!) , develop a previously untapped market
> segment (Mac), and head off support nightmares with a little preventative
> research and development.
> > > >
> > > > It shows how Valve's business model and management have matured in a
> very short time. Good job!
> > > >
> > > > -Kerry
> > > >
> > > >
> > > > On 3/11/10 10:43 AM, "Adam Buckland" <adamjbuckl...@gmail.com>
> wrote:
> > > >
> > > > My $0.02:
> > > >
> > > > I think a lot of people are missing the point here. Valve only
> > > > ported the games because they had to. The real motive here is Steam.
> > > >
> > > > Selling Mac software is very different to selling PC software. For
> > > > PC games, it makes perfect sense to put a boxed copy on a shelf
> > > > where people can go to a shop and buy it.
> > > > For the Mac, however, their users are much more spread out, and
> > > > therefore putting a boxed copy on a shelf isn't such a good idea.
> > > > Most Mac software houses realised this a long time ago and sell
> > > > their software via digital distribution instead. Most don't even
> > > > make boxed copies. Mac games however have never quite got there
> > > > and still sell mainly boxed copies.
> > > >
> > > > The current state of Mac ports of games (with a few exceptions) is
> > > > that a developer will develop a game for Windows, release it, and
> > > > then pass their code to a third-party developer (Aspyr is an
> > > > example), who will then port the game to OS X and sell it. The
> > > > problem here is that it can take a team such as the one at Aspyr a
> > > > year to port a game to OS X, by which time the game's hype is
> > > > almost non-existant, and because the porter, the original
> > > > developer, and the publisher all need to make a profit, the game
> > > > is sold at full-price, while the prices of the other platforms is
> > > > significantly reduced, making the OS X port very unattractive.
> > > >
> > > > While it make take a third-party porting company a year to port
> > > > the game to another platform, the original developer could port
> > > > the game much faster and for a much lower cost, especially if the
> > > > Mac is a release platform. Problem is, they don't bother because
> > > > they don't want to have to deal with trying desperately to
> > > > distribute it digitally themselves.
> > > >
> > > > Valve have spotted an opportunity here. What they're doing is
> > > > they're bringing a digital distribution platform that is mature
> > > > and one that many developers already have experience using to the
> > > > Mac. By doing this, they will (hopefully) entice many other
> > > > developers to move their games to the Mac themselves because a
> > > > distribution method that still gives them a higher-than-normal
> > > > (compared to boxed copies) profit margin is available.
> > > >
> > > > So, why have Valve moved their games to OS X and not just Steam?
> > > > Well, there's a number of reasons
> > > > 1) They need something to launch Steam on the Mac with!!
> > > > 2) If they didn't, other developers would have no reason to have
> > > > any confidence in Steam for Mac.
> > > > 3) Valve now have some valuable knowledge and experience in
> > > > porting to OS X that they can use to help other developers in
> > > > porting their games to OS X. This is useful because while Valve
> > > > are giving away techniques that they've spent considerable money
> > > > trying to develop, more Mac games on Steam = more profit!
> > > >
> > > > So, to sum up, the people who are looking at existing market
> > > > figures shouldn't be. Valve aren't trying to move in on the existing
> market.
> > > > They're trying to create one.
> > > >
>
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