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Section: Software + Apps, GamesRemember back when Apple made the switch to Intel and it suddenly seemed as if all those PC games would be more easily ported to the Mac? So do I, and I’m still wondering where everything is. We saw some big name titles from EA, but after their initial release of four A-list titles (Madden, Need for Speed, etc.), nothing. Companies such as Aspyr and Feral continue to release popular games such as Call of Duty 4 and Tomb Raider Anniversary, but certainly no more so than when Macs were happily chugging away on PowerPC chips.
So, what’s been going on? Alex McLarty at The Mac Gamer finds some answers from one of the best sources in Mac gaming: Glenda Adams, Director of Development for Aspyr Media:
TMG: We’ve had Intel in our Macs for a few years now. Has how the switch changed game development for the Mac?
Glenda: It’s lessened some of the work we have to do, but unfortunately the graphics side of games has just exploded. The amount of shader code and complex rendering is probably 2-3 times as much work as it was for games a couple years ago, so that has more than offset the efficiency gains we had from the
Intel switch.
TMG: Why hasn’t there been a flood of games for the Mac that some predicted?
Glenda: I think there are several reasons - Mac game sales are still fairly constant, and haven’t expanded with Apple’s market share increases over the last two years. So there isn’t loads of money to be made. And the complexity of games has made it more difficult to port them to the Mac. Lastly, the PC market has been really beat up in 2007 and 2008, and there just aren’t as many AAA PC games out there that make sense to bring to the Mac.
And if you think that sounds depressing, hold on; it gets worse.
TMG: How do you see gaming progressing in the next few years?
Glenda: The shift to console is undeniable. There are just so many benefits to working on a stable and well defined hardware platform.
This is a shift that has been taking place for some time now. More and more computer games are being released simultaneously with the console counterparts. The result of this is that computer games are being “dumbed down” to the console system(s) for which they’re developed. The days of taking full advantage of the WASD + mouse control system, which for many games is far superior to that of a traditional console gamepad (especially first-person shooters), are disappearing, leaving us with games that feel clunky on computer systems. Plus, with the advent of the Wii Remote + Wii Nunchuck system of the Nintendo Wii, there’s actually a control system out there that’s better than the keyboard/mouse combo of the computer.
But the news gets still worse for Mac gamers:
TMG: Thoughts on the iPhone? Will you be developing anything for it?
Glenda: We’re actively working on several games for the iPhone, and it is a very exciting platform. We can’t wait to get our first apps out and in the store.
This is something of which I’ve been hearing a lot from developers: “Exciting.” I take that to mean lucrative, as it’s apparently quite easy to develop for the iPhone, publishers don’t have to worry about packaging and retail space, distribution is easier, and there is (or will be) a much wider audience for iPhone games. I imagine that many Mac developers will soon shift their focus towards the iPhone, leaving us with even fewer options for games that don’t concern girls serving cake to impatient patrons.
You can follow the link below for more of The Mac Gamer’s interview with Glenda Adams. Or, like me, you can just go hide yourself in a prolonged gaming session with Neverwinter Nights 2. Try bringing that to the iPhone, Glenda!
Read [The Mac Gamer]
Full Story » | Written by Kirk Hiner for Appletell. | Comment on this Article »
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