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And here's the Alien Isolation announcement from two years earlier: https://www.macrumors.com/2021/12/17/alien-isolation-game-released-iphone-ipad/ https://www.
by smoldesu 3y ago
And here's the Alien Isolation announcement from two years earlier: https://www.macrumors.com/2021/12/17/alien-isolation-game-released-iphone-ipad/ https://www.macrumors.com/2021/12/17/alien-isolation-game-re...
And the Tomb Raider 2 release date announcement from 2 years before that: https://forums.macrumors.com/threads/shadow-of-the-tomb-raider-definitive-edition-launching-november-5-on-mac.2205920/ https://forums.macrumors.com/threads/shadow-of-the-tomb-raid...
Every time, Apple pays a big studio to port their AAA title and change things forever. Every time, nothing changes.
- GeekyBear 3y agoYou don't have to beg or bribe studios to get them to target a market with 90 Billion dollars in annual revenue. Targeting that market gives you a Mac version for very little additional cost.
- smoldesu 3y ago...which is back around to my original point: > For mobile games, sure. For desktop titles, nothing has really changed. So I will ask again: what is the renewed incentive to port to Mac?
- GeekyBear 3y ago> nothing has really changed The economics have totally changed. Targeting iOS with it's massive revenue share gets you almost all the code you need to target a Mac. All you need to do is add support for a keyboard/mouse UI. It's the exact same strategy Microsoft used with XBox. If you're already targeting Windows, targeting XBox required less additional effort (add a gamepad UI to your Windows game) than targeting something like the PlayStation would.
- labcomputer 3y agoSome iOS devices are now performance-competitive with desktops, and they support bluetooth game controllers (so you don't need (much) of a touch-specific UI) So you port an existing AAA console title to iOS for the huge user base, and get MacOS for relatively little engineering cost.