They also stop updating their Windows versions, the main difference is that Microsoft cares a bit more about backwards compatibility than the vast majority of Linux desktop developers.
On the other hand Wine probably has better backwards compatibility with old Windows games that Windows does in many cases.
Port /= native client.
Try the KSP linux client. It is far more stable than the windows client. Heck, I've found it more stable than my outlook on my work machine, more stable than MS office on MS windows.
There are obviously exceptions, but IME they are quite rare.
Bit of a potential chicken and egg problem with developers supporting linux natively that proton might help solve.
I don't want ports. I want proper linux clients developed alongside the other clients, which is relatively easy under tools like unity. Every developer gives lip service to "maybe linux later" but they never do it. If they aren't doing cross-platform development from day one there is next to zero chance of them doing it later in the dev cycle when such things are far more expensive.
What would really light a fire under developers would be for people to run away from windows for other reasons. A few more privacy fiascos. Yet another attempt at "versionless" windows. Another Vista. Only when users actually dump windows for other reasons will major game developers truly care about linux.
There's never going to be a mass exodus to Linux. People have been promising the year of the Linux desktop for as long as Linux has been a thing. It's time to find a way to coexist, and Proton is so far one of the best solutions for gaming.
That's also assuming they're using an off the shelf engine that is also bug free on those platforms. Both unreal and unity aren't at the same level on Linux as their windows counterparts, and Lord knows I've tried . There's always one more thing that doesn't work and requires workarounds.
we can't even get MS office or Adobe to port to linux. Open Source coders have done well to get us somewhat working alternatives. (LibreOffice, Krita and Blender come to mind)
I've had good luck with Proton. It makes me not have to use a second machine for games.
The PC has largely taken a backseat to consoles. It's a bit much asking for Linux native, let alone, Linux ports.
I'm just using this as an example. If Windows isn't getting a port or getting shit ports, Linux is not getting native. Sorry to burst anyone's bubble here.
On the other hand I have now seen multiple games where the developers were implementing wine specific bugfixes.
I think it goes both ways: Showing willingness to support at least proton/wine will also net you some additional sold copies.
And being unfriendly towards linux users is probably more bad PR nowadays than it used to be.
But DRM is a problem in and of itself. Something which linux gamers can't even change by refraining from buying, with their mighty ~1% market share.
Also, the companies who rely that heavily on drm are not really in the business of providing native linux clients either. So proton can hardly be a hindrance for adoption here...
Many major first person shooters stand as counterpoints to your claim. Most Valve games for example are incredibly mod friendly, at the same time Steam was a pioneer in online DRM and Valve Anti-Cheat (VAC) is generally reasonably effective.
Even games where the anti-cheat isn't as mod-friendly as Valve's often offer modes where the game can be launched with anti-cheat disabled but you lose access to public matchmaking and ranked play, only being able to play on private games and/or servers that have turned off anti-cheat themselves. The PC port of Halo does this well.
> The entire concept of "cheating" doesn't really exist in such games.
For the record Minecraft does in fact have anti-cheat, but it's mostly just about illegal movements versus anything else, flight without creative privileges in particular. Anything beyond that is up to the server operator and their chosen plugins. Cheating is still definitely a thing, at least when playing survival with other people, but what defines cheating is up to each group to decide for themselves.
---
DRM and anti-cheat do have the same big picture goal in the end, prevent the user from tampering with the application, but I do agree with the above poster that it is very different ethically. We all want our ranked play to be free of cheaters.
Not really - DRM = anti-copying/anti-piracy, anti-cheat is self-explanatory. Both sometimes employ similar strategies (anti-tampering/poking around with executables, linked libraries or memory), but they are not the same thing
On the other hand Wine probably has better backwards compatibility with old Windows games that Windows does in many cases.
I get your concern but I think it's a form of "perfect being the enemy of good". Your stance boils down to "don't enable effective workarounds to play non-linux programs on linux" because there is a chance it will reduce the already rare motivation for devs to make native builds on Linux.
I’m not in this area professionally so maybe I have a few things wrong here.
At this point I have more faith that a game with solid Proton/Wine support will work on the long term than a native one.
There are many exceptions in both directions of course, this is just my personal experience with the games I happen to be playing.
It wouldn't be the worst thing in the world if Proton/Wine became the standard supported runtime for games.
I like proton. I really like being able to play subnautica. But every time a game updates I cringe a little because I know any new linux-related bugs are more my problem than theirs. I would much rather have game developers treat linux users as full customers.