Even though you are right about this, I can understand that a native client is not interesting for a developer. Therefore a Wine/Cider/Transgaming port is not as bad as you’d think. Most games for Mac (read: almost all) are a Wine port.
Well we have to separate “developer” from “institutional habit”. Most of the developers I know don’t have a vote, and moreover don’t really care as long as they get what they need to do the job. Most of these design & technical spec decisions are made by the management team at the studio.
What you say about Mac games being mostly wrapped Windows games is mostly true. However status quo doesn’t mean that it needs to continue that way. Especially when all mobile devices — portable computers — (except Windows Phone) are OpenGL platforms. While most app store games are 2D/libgdx/libcocos — most anything that is 3D is OpenGL-based.
But forget that — excellent OpenGL game engines have been produced to help studios & developers build multiplatform for desktop, mobile and console: Unreal, Marmalade, Unity.
I’m somewhat sympathetic with GW2 from a timeline perspective. I think development started back in 2007. It wouldn’t have been possible for them to make a perfectly portable spec back at that time using 3rd party stuff. They could have decided to use OpenGL, but Microsoft deliberately tried to sabotage OpenGL in 2007 by gimping it in Windows Vista. I’m sure that made those early development decisions lean towards DirectX. So, GW2 currently has its own engine, uses Havok for physics, and some other 3rd party stuff in the Windows toolchain.
Fast forward to 2012, and GW2 launch — lots has changed. I’m sure they’d go back and do a number of things differently if they could. From my POV, any arguments that there are no developers to do OpenGL work is a myth, one probably started by Microsoft. Look at all the OpenGL 3D apps showing up on app stores now. Those get done because there is demand. Microsoft engages game studios directly which is something the OpenGL side doesn’t do, so I’m very leery of people who run AAA game studios and the kind of behind the scenes relationships that exist with Microsoft.
But mostly … it’s out of the AAA studio comfort zone, it’s lack of will, and some entrenched practices — not a technology or “ease of development” issue.
AAA studios will be dragged into OpenGL because mobile market share will force them to eventually. They won’t go because we’re asking nicely. :-) Especially when Cider & Wine are there as a crutch.
I do agree, let’s get this client to work as well as it can work. I wish ArenaNet would come forward with some kind of roadmap for this client, and be real with us about it. I’ve said before, it’s very unlikely that ArenaNet would switch tracks and build a native client for GW2 at any stage. GW2 will get more content but the tech will not change.
I’m glad folks like you are working on resolving some of these problems. All I can do is muster what is left of my time/energy at the end of the day to write these posts, I don’t even play anymore. Hopeful that if there is a GW3, that ArenaNet goes all in on OpenGL and finally OSX & Linux users will get a client that isn’t a 2nd class citizen.
(edited by Damage.2170)