Alaric.us: ... from a purely financial point of view, investing in Linux development when it comes to games is pretty much not worth it.
... if a game is being written using a cross-platform technology to begin with, it makes sense to spend an extra hour and ship a Linux build. Such games are mostly simple indie ones and not what you'd expect from a AAA studio.
Let's say it will take me an hour of tinkering to get it running. That's $100 approximately. It will require 143 sales (at $1 each, minus 30% Steam cut) to pay me back for that hour. I know I won't sell 143 copies on Linux.
artistgog: Definitely the tech being aligned across platforms is what will enable easier quicker work for devs, more games produced, expanded sales and many being able to enjoy more gaming. But I have to say that I can't see how the comparison can be made regarding very small game production and multi-million dollar companies, who have large teams, advertising across all kinds of media, and a very big audience. Linux gaming has developed massively, and fast, over the last few years, and the message is that there are many who are keen to buy and support, and do. Even Valve have recognised that MS locking things in more is a threat to them, and that it serves them well to focus more on Linux, and there are 1000's of Linux games in the store, including many AAA's. I don't use Steam, but it's clear that there are plenty of Linux sales, and it is more than worth supporting Linux, for many more reasons than gaming also eg privacy, freedom and reliability.
My post was not an attack on Linux or its users. Of course, there are plenty of them and quite a few are willing to pay. However, as Johnathanamz pointed out, the percentage is miniscule. it's not worth it developing for Linux in the PC Gaming space, same as it is not worth it to deliver for Windows Phone in the Mobile space. Plenty of people use Windows Phone (I was one of them for a while) but the market share is tiny and therefore not worth investing into.
The bigger the company, the more people they employ, the higher the expenses. This sort of stuff doesn't scale very well at all. As a single indie dev, my expenses are nearly non-existent. A team of 5 would be quite expensive, though. A team of 10 a lot more expensive. And a huge corporation is IMMENSELY expensive. It simply doesn't make good financial sense to target an audience that has a 2% market share overall.
As to Valve's foray into Steam OS / Linux gaming, I was there to see it from start to finish. At this point, I think everyone agrees that it failed spectacularly. Steam Machines never took off, Steam OS is used by 3.5 people and while I commend Valve for trying to make Linux more prominent as a gaming platform, I still maintain that it made zero financial sense and was overall a loss in terms of time, effort, and money.