I played a bit of Granblue Fantasy Relink, I’m at the last chapter of the story. I still haven’t finished it, the story itself wasn’t particularly memorable, but the environments were gorgeous and the gameplay is fun. For the gameplay tho, I’m a bit worried about the endgame/postgame, as there wasn’t much variety in fights.
I’m still playing Fire Emblem Engage. The gameplay is overall really good, but I’m a bit confused that new units are much better than most of the previous ones. From the initial party I think I’ve kept using only Chloé and Jean, while the others had better replacements every few chapters. It’s not exactly a complaint but it feels a bit weird.
I would have tried continuing FFVII Rebirth, but I remembered I bought FFIX last sales and played that nonstop during the weekend.
I too am in the mood for Wolfenstein, I’m thinking of playing the second one.
Disclaimer first: I work as a coder, everything I say about publisher interaction is second-hand knowledge.
We have made one Linux game. It was the first one of our two “indie” titles (quotation marks, because both of them ended up being partially funded by a publisher, so they weren’t really indie in the end), where we had promised a Linux build on Kickstarter, long before a publisher got involved.
The main reason why we did not do native Linux in our publisher-funded games is quite simple: Our publishers didn’t pay us for it.
There are actually some publishers who are very keen on getting native Linux versions for their games, but we sadly have not released a game with any of them yet…
The publishers we released games with did not agree to the buget that we think is needed to do a Linux port of sufficient quality. If we would lower the price for doing a Linux port to the point where our publishers would agree to it, we would take on a lot of financial risk ourselves, so this is sadly not an option.
If everything worked as it is advertised by engine developers, making a Linux version would be quite cheap: Just click a few buttons and ship it. This is, sadly, not the case in real-life, as there are always platform specific bugs in game-engines. Our one Linux game was made with Unity, and we had quite a few Linux-only bugs that we forwarded to the Unity devs (we didn’t have engine source code access), and had to wait for them to fix… For the engine we mainly use nowadays, Unreal, we have a rule-of-thumb: “Engine features that are used by Fortnite are usually well maintained.” There is no native Linux version of Fortnite… (We did try Unreal’s Vulkan RHI in Unreal 4.26 for Steam Deck support in one of our games. Let me put it this way: The game in question still uses Direct3D on Steam Deck.)
So, from experience we expect that the chance that we would have to find and fix Linux-specific engine bugs is quite high. Therefore we have to budget for this, what makes offering a native Linux version relatively costly compared to the platform’s market share. Costly enough to make our publishers say “no”.
This, by the way, also answers the question why publishers are willing to pay for the way more expensive console ports. There are also way more console players, and therefore potential customers out there…
(I can only guess, but I would expect publishers to be even more reluctant to pay for native Linux, now that WINE works so well that getting a game running on Linux needs typically zero extra work.)
Multiplayer games will only target Windows, officially, and might even ban Linux altogether because of the perception that anti-cheat is more costly, impossible, or just hard under Linux. True Kernel-level anti-cheat is not possible on Linux like it is on Windows but the real reason is risk: anti-cheat is an arms race between cheaters (and, critically, cheat vendors who would sell cheat tools to them) and developers and those developers want to limit the surface area they must cover and the vectors for new attacks.
The biggest engines, like Unreal, treat Linux as an after-thought and so developers who use those engines are not supported and have to undertake an overwhelming level of extra work to compensate or just target only Windows. When I was working on a UE5 project, recently, I was the only developer who even tried to work on Linux and we all concluded that Linux support was laughable if it worked at all. (To be fair to Tux the penguin: we also concluded that about 99.9% of UE5 was -if-it-worked-at-all and the other 50% was fancy illumination that nobody owned the hardware to run at 4k/60fps and frequently looked “janky” or a bit “off” in real-world scenarios. The other 50% was only of use to developers who could afford literal armies of riggers and modellers and effects people that we simply couldn’t hire and the final 66% was that pile of blueprints everyone refused to even look at because the guy who cobbled them together had left the team and nobody could make heads or tails of the tangle of blueprinty-flowcharty-state-diagramish lines. Even if the editor didn’t crash just opening them. Or just crash from pure spite.)
A very few studios, like Wube, actually have developers who live in Linux and it shows but they are very few and far between. (Factorio is one of the very nicest out-the-box, native Linux experiences one can have.) Even Wube acknowledge that their choice to embrace Linux cost them much effort. Recently, they wrote a technical post in their Friday Factorio Facts series about how certain desktop compositors were messing up their game’s performance. To me: this sort of thing is to be expected because games run in windows and render to a graphics surface that must be composited to some kind of visible rectangle that ends up on screen: after a game submits a buffer to be presented, nearly all of what happens next is outside of the games control and down to the platform to implement properly. Similarly, platform-specific code is unavoidable whenever one needs to do file I/O, input I/O, networking or any number of other, very common things that games need to do within the frame’s time budget – i.e. exceedingly quickly.
Projects which are natively developed on Linux benefit from great cross-compilation options to target Windows. This is even more true with the WSL and LLVM: you can build and link from nearly the same toolchain under nearly the same operating system and produce a PE .exe file right there on the host’s NTFS file-system. The turn-around time is minimal so testing is smooth. For a small or indie project or a new project, this is GREAT but this doesn’t apply to many older or bigger projects with legacy build tooling and certainly does not apply as soon as a big engine is involved. (Top tip: the WSL will happily run an extracted Docker image as if it was a WSL distribution so you can actually use your C/I container for this if you know how.)
Conversely, cross-compiling from Windows to Linux is a joke. I have never worked on a project that ever does this. Any project that chooses to support Linux ports their build to Linux (sometimes maintain two build mechanisms) if they weren’t building on Linux for C/I or testing, already, anyway. (Note: my knowledge of available Windows tooling is rather out of date – I haven’t worked with a team based on Windows for several years.)
Godot supports Linux very nicely in my experience but Godot is still relatively new. I expect that we might see more native Linux support given Godot’s increase in population.
What’s that? Unity? I am so very sorry for your loss …
If you’re not using a big engine, you have so many problems to handle and all of them come down to this: which library do you choose to link? Sound: Alsa, PulseAudio or Pipewire: even though Pipewire is newer and better, you’ll probably link PulseAudio because it will happily play to a Pipewire audio server. Input: do you just trust windows messages or do you want to get closer to some kind of raw-input mechanism? Oh: and your game window, itself? Who’s setting that up for you, pumping your events and messages and polling for draw? If your window appears on a Wayland desktop, you cannot know its size or position. If it’s on X11 or Win32, you can. I hope you’ve coded around these discrepancies!
More libraries: GLFW works. The SDL works. SDL 3 is lovely. In the Rust world, winit is grand. wgpu.rs is fantastic. How much expertise, knowledge and time do you have to delve into all these options and choose one? How many “story points” can you invest to ensure that you don’t let a dependency become too critical and retain options to change your choice and opt for a different library if you hit a wall? (Embracing a library is easy. Keeping your architecture from making that into a blood pact is not.)
NONE of this is hard. NONE of this is sub-optimal once you’ve wrapped it up tight. It is all just a massive explosion of surface-area. It costs time and money and testing effort and design prowess and who’s going to pay for that?
Who’s going to pay for it when you could just pick up a Big Engine and get the added bonus of that engine’s name on your slide-deck?
And, then, you’re right back in the problem zone with the engine: how close to “first-class” is its Linux support because, once you’re on Big Engine, you do not want to be trying to wrangle all of these aspects, yourself, within somebody else’s engine.
I’ve started playing a game called Yaoling, which is a monster taming/collecting game. The battling system is much more like Yo-Kai Watch than Pokémon - you’re not really bossing them around, they kind of do their own thing once you’ve made preparations and started.
Absolutely spectacular gameplay so far, I’m really impressed. Love the artwork and monster designs. It’s in early access right now and it warns you to expect some bugs, but other than a lot of typos in the English translation I’ve only come across a couple minor issues. Official release planned for mid-July I think.
Because traditionally there were few Linux devices.
Android 15 is going to change that: it comes with a virtual machine API and a Linux Terminal running Debian for ChromeOS compatibility.
Soon, the most popular consumer OS in the world will be Linux:
3.3 billion: Android / Linux
2.2 billion: Apple iOS/macOS *NIX
1.6 billion: Windows
400 million: Windows 11 + WSL 2.0
250 million: gaming consoles
"millions": SteamOS Linux
Wine might still make sense to keep things standardized for some time, and as a compatibility layer for older games, but native Linux games will also work on the Linux solutions for Android, Apple, and Windows.
Yes… it will kind of depend on which layer of compatibility will a game require. Debian is Linux + GNU, which is what most people identify as “a Linux system”. Android uses Linux without GNU, but starting with Android 15 it will come with a VM (container?) system to run a GNU userland. Android can already run Linux distros via Termux, which can be set up to run a desktop, but having it by default will mean apps will be able to use it directly. I’ve just tested RetroArch on Android, with DosBox to run Windows 98… but that’s kind of a mindfuck of its own 😂. macOS is BSD, which shares the POSIX interface with Linux, but it does some things in a different way, however there is a GNU userland for BSD, so games using only that, can run on it already. WSL 2.0 is a full first-class VM with full Linux + GNU and a desktop interface that can coexist with Windows… since Windows 10/11 itself runs by default in a Hyper-V VM (the bootloader is Hyper-V).
Just finished Yakuza 0 and am psyched to start Yakuza Kiwami (which is a remake of the first Yakuza game). The action is soo good. Beating the shit out of enemies is already satisfying enough, but where it gets really good is when you build up something called a Heat meter as you’re fighting. Once it builds up, you get access to Heat Actions and they are nuts.
Playing some more of DA: Veilguard. My wife is desperate for me to finish it so she can discuss the ending with me. I’m really enjoying how dynamic the combat is definitely the most fun from an action perspective on the series, less tactical but more technical with the parries and dodges. I’m digging the found family vibes too, it’s just nice to hang out with some good mutually supportive people sometimes rather than loads of conflict drama.
Most of my gaming time recently has been The Finals. Of all the new shooters released over the past couple of years, I feel The Finals has been the one that tried the most to be its own thing. And I think that is why its earned its own dedicated fan base. I normally try play a couple rounds a day and keep it casual.
There is also a !THE_FINALS community. It would be cool to see a Lemmy Finals community grow.
Actively, I’m on my second Baldur’s Gate 3 run. Recently made it to act 3 and I couldn’t be more excited about rearranging Gortash bones with my monk.
Also playing Disco Elysium and enjoying it so much. However, I feel it requires dedication or else you lose track of what you’ve got to do, which is a struggle for me.
Got two more games on the “paused” pile, but I won’t say which ones to avoid awakening the shame neurone because the pause has lasted a whole year.
Disco is easily one of my favourite gaming experiences. But I agree, it does require your attention. I’d say, give it the time you can, let it consume you and enjoy the ride
The best way to play Disco is to just approach it as a good book. Explore as much as you can, exhaust dialogue options and submerge yourself in the world. Don’t be afraid to fail checks, don’t be afraid to pick wacky dialogue options.
The game is pure art and it’s the most meaningful, thought provoking and emotional experience I’ve had while playing any video game. Granted the themes really resonated with me personally.
I started 1000xRESIST over the weekend and just can’t put it down, I should finish it in a few hours.
After that, I’ll likely pick up either Divinity: Original Sin 2 (I’m a couple of hours in) or the DLCs for Alan Wake 2 (since I finished the main game a few days ago), we’ll see.
The New Order was enjoyable vengence porn against Nazis, it’s a good time; maybe I need that again!
I’ve been playing the heck out of Harebrained Schemes’ BattleTech; I haven’t binge-played like this in a long time. It never feels fair; 2-1 odds is typical, but it’s always possible. Pretty satisfying to overcome unfair situations. Makes me feel smart and capable! Plus, jumpy stompy robots!
I couldn’t put down Baldur’s Gate 3, again, but managed to beat Honor Mode for the first time. It felt like my characters were doing twice the damage, compared to my previous time in Act 3, so I just mopped the floor with pretty much all the bosses. There are a few more playthroughs I want to do, but I want to wait a bit. I’ve had like over 150 hours of BG3 this year already.
If anyone is interested, here are some more details of the run:
Honor ModeI died four times, and restarted twice in Act 1, before I beat Honor Mode. First Honor Mode try, I restarted shortly after the tutorial, I don’t remember why. Second try, I died to the three Intellect Devourers on the beach. Third time I died to the gnolls sieging the cave. Fourth try I made it to the end, but Ansur, last boss before the end, kinda bugged and killed me (game bugged and crashed as well). Fifth, I tried an all Fighters group, made it to Act 2, but messed up the Isobel fight in the Inn, and she got killed. I survived, ran to the ambush spot with the Drider, almost died, stopped before the battle was over (me and the enemy were very low, maybe I could have won, but I count it as a death). Sixth I restarted after failing in Waukeens Rest (went to camp for Wyll, after getting too close, and everything burned). Then I beat Honor Mode on this seventh attempt. Act 1 and 2 were three permanent party members and two that alternated. Fire Sorcerer (MC), Gloomstalker Assassin (Astarion), Life Cleric (Shadowheart) and switched between Berserker Thrower (Karlach) and Battle Master Fighter (Lae’zel). Act 3 I shelved the Cleric and just went full DPS. For some quest fights I took the appropriate companion (Wyll for Ansur, Jaheira for Minsc), but for the House of Hope fight I went full caster comp and just stacked AoE spells on the choke point and hid, while the enemies slowly died. I also found out that a thrower build with returning weapons doesn’t work for the very final fight against the Netherbrain, since the weapons just fall through the non-existent ground and never return. The rest of my party had more than enough damage, so it didn’t matter, but I should have kept some of the gazillion Daggers I got shortly before. As for progression, Act 1 I got halfway to level 4 with very little combat. Disguising as a Drow and skipping combat with the Goblins is pretty easy. At level 4, more fights like the Gnolls, Paladins in the Tollhouse and starting in the Underdark. Then, at level 5 with a big power spike, the game gets pretty easy. Clearing out the rest of the map, and get to level 6 for the Mountain Pass. In Act 2 I travelled with the Drider group to Moonrise, but joined the Harpers in the ambush. I made the Drider drop the lantern and picked it up in combat. The Harpers want the Lantern afterward in a cutscene, but you can just switch to another character to free the Pixie. So after like 10 minutes, the Shadow-Curse becomes a non-issue. The rest of the zone is pretty easy, I defeated the three bosses in the ruined town (toll keeper, doctor and dude in the tavern) just through dialogue. Then the Gauntlet of Shar. I like to open the door to Balthazar with Knock, so he has to fight himself, while I slink away, invisible. Before finishing the Gauntlet, I go back and clear out Moonrise Tower, so the Harpers don’t just get killed. Then just finish the Gauntlet and beat Ketheric. That fight was probably the hardest in the game. At the end of Act 2 I was halfway to level 11. Then Act 3. Made my way to the Lower City very early and bought all the gear you can. First boss was Lorroakan, since he’s pretty easy, and Rolan survived this time. Through some easy side quests and fights, I made it to level 12, then started on the rest of the bosses. I had to kill Ansur early, since he ended my Honor Mode run previously. With Globes of Invulnerability, it’s a non-issue. The next ones were also no problem. Ethel 2, Cazador, Sarevok and Orin went down easily. Minsc wasn’t a problem, but the fights are kind of annoying, and you have to be careful at the end and don’t kill him. Raphael, another easy one, then the House of Grief. I messed up the Iron Throne again, since I didn’t speak with Gortash and/or Mizora enough and the Duke was dead. Everyone else survived, I think. The Steel Watch was surprisingly easy, it was only my second time doing it, but my party just shredded it. Gortash was the last boss, before the finale, and it was pretty sad, since he and his helpers just continually slipped on ice, while I sniped them from a distance. At the end, my MC was turned into a mind flayer, and I went to kill the Brain. I quickly cleaned up the Dragon and Mind Flayers, before getting to the Brain itself. Inside it wasn’t a problem, but the reaction after your first attack is annoying, and I lost a lot of damage because of that. In the epilogue, I started to talk to everyone, almost ate Jaheira’s brain, and then peaced out. I didn’t want to risk losing the run at the very last moment.
Then, I continued Final Fantasy VII Rebirth today. I completed a quest, won a Chocobo Race and fought a boss. Not much progress, but with BG3 done, maybe I can focus on this one.
Been playing Arcanum, hopefully through to the end for the first time this time. Only begun it before, never got far. The game has a lot of charms, but also a lot of frustrations. Typical Troika, I guess. When it’s firing on all cylinders and the pieces of a quest puzzle happen to click into place it can be great, but oftentimes imbecilic design decisions get in the way of having fun. And it doesn’t help that combat is horrible and the animations are ugly, even for its time.
I’m towards the end of the game now so I’ll try to push through since I’d like to have finished it at least once. I do enjoy the world building, at least parts of it. It’s a little disappointing that the races are derivative sort of boilerplate fantasy Tolkienesque Dwarves and Elves and Halflings etc, but the Victorian era inspired steampunk setting is well executed and the tension and conflict between magic and technology feels fully fleshed out and very grounded in the game world. I also really appreciate the again very Victorian flavored racism towards Orcs and Half-Orcs, including an explicit reference to The Jewish Question.
One of my favourite RPGs from growing up. Such a cool game. I loved the variety of builds you can make. Have you tried playing a low INT character yet? Really entertaining. Totally new dialogue options. Honestly though the main thing I remember is that metal door sound effect they use for basically everything.
I don’t think low INT is for a first playthrough so I haven’t, but I know it’s an option. And given a lot of the people behind Fallout 1&2 went on to work for Troika I’d expect nothing less. I might check it out some day, the low INT run in the first two Fallouts are great. I rarely feel like I have time to replay games these days though, with the length of my backlog.
As a gamedev I never saw this as a big issue. Just run Debian Oldstable on your build server, link whatever you can statically, and you are good.
(However, I am talking on a purely theoretical level here - we only released one Linux game, and that was before I joined the company. I will explain our actual reasons in a separate post.)
That would kinda mean you deliver every single dependency yourself, which kinda defeats the purpose of shared dependencies, which in turn proves my point that linux distros are fragmented to fuck. It also means you have to put actual effort into building your game for a userbase that was less than 1% before the steam deck came around.
So my point still stands - proton is the best thing that could’ve happened to linux gaming because it lets windows games run on linux with the dev putting only minimal effort - or even no effort - into making the game run on linux with near native performance. Hell, at times even with better performance.
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