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Best Games On Steam 2017 Series Is KnownBy 2017, users purchasing games.Aspyr has taken that step even earlier, and has shifted towards consoles. The Borderlands series is known for its winning combination of FPS gameplay and RPG mechanics, and in our opinion, Borderlands 2 gives you the best of that.The major porting houses which had been responsible for most of the major games in the last decades have all but abandoned the platform: while Feral does not seem to have dropped the Mac completely, it's clear it's no longer their focus after diversifying and finding success on mobile platforms and the Switch.The Steam platform is the largest digital distribution platform for PC gaming, holding around 75 of the market share in 2013. This is an older AAA game that happens to be a great choice for MacBook gamers. Borderlands 2 is neither new nor an indie.Originally announced Mac versions of indie games get cancelled left and right, like Amnesia: Rebirth.Apple's Arcade somehow seems to have fizzled out. Other indie developers share his sentiment, most recently Nicalis, who won't port the latest and last Binding of Isaac DLC to the Mac. The most prolific developer responsible for a considerable number of ports of popular indie games (including all titles from SuperGiant Games, Celeste, OwlBoy, Towerfall Ascension) turned his back on the Mac. THQ Nordic) earlier this year to develop completely new games, they cannot be expected to port games to the Mac at all.Virtual Programming does not seem to have any new projects in pipeline as well.Blizzard obviously sees no real future for the Mac: while it's notable and laudable that they ported WoW to the new M1 Macs (so far the only major M1 game), upcoming games including Diablo IV, the Diablo II Remake and Overwatch 2 won't get a Mac version.The number of other MMORPGs for the Mac is dwindling, as one studio after the other stops the development of their Mac client, like Guild Wars 2.Indie developers won't be coming to the rescue.![]() Forcing a proprietary graphics API and two major architecture changes in rapid succession (dropping 32 bit and the switch to Arm CPUs) on the developers, which all are by far not as easy to follow through as Apple claims, in addition to extra hurdles such as notarisation, absolutely did not help. In addition, no one outside the Apple community still seems to take note of Apple Arcade, after it made quite a splash when the service launched.The "bright" future of iOS games on the new M1 Mac, of which at least some people seem to have dreamed, has failed to materialise, as a significant portion of iOS developers deliberately chose not to make their game available on Macs.All signs point at Apple. Also, after the first batch of annoucements with a handful of titles standing out like The Pathless (which was a showcase title for Sony on several occasions) or Beyond a Steel Sky, very few notable games have been added. More people own Macs today than in 2005. Developers put up with notarization, Metal, and all the rest on iOS because the audience is there, so it's worth it.I do wonder what's different about this transition. I really agree with the main point there-that it's not these technology decisions, it's the simple observation (or belief on the account of developers) that gamers don't buy Macs. Siracusa addresses this question in the latest ATP. If they turned things around and actually courted game developers (or even buying them, like Microsoft) things could change. Yet Mac gaming, though small, survived, and remained healthy enough to support a few dedicated porting houses.Gaming on the Mac has always persisted in spite of Apple's decisions and lack of effort. There were fewer cross-platform engines like Unity. Apple did a much better job with Metal than they did with Sprockets (in design and support, so far) but I feel devs make more money utilizing Metal for iOS games. I loved getting IMG CDs with cool demos to try…I write this while booted into Linux and do all of my gaming on Linux (I really only boot into macOS to let the kids play Roblox and I'm not going to deal with Windows again) I can only hope Apple turn tides. I used to come here for news too. This is Inside Mac Games Forums. With the financial bar set so high for end users I understand Aspyr hedging their bets elsewhere.It's sad to see the dwindling of discussion here. Let's wait and see what happens when we have Arm Macs with discrete-tier GPUs.I can "game" on any Mac…but I'd like to have hardware behind it to play AAA titles with good frame rates at 2560x1440…the "Apple Tax" has gotten SO damn much higher. Proton is based off of WINE…but we can't use WINE to run 32bit games on newer versions of macOS. Games I also found out I could no longer play after updating to Catalina I can run in Linux. What money is there to be made in porting a back catalogue? Were I porting contemporary AAA games to macOS I think I'd be feeling the pinch when my customers have to purchase extra hardware for decent GPU power/performance coupled with the high likelihood that they aren't going to game on their hardware anyway.As I peruse my Steam library I'm saddened to see all the games I know I can and do play very well via Steam's Proton if not a native version—and I'm bewildered how well they run, the vast majority that do run. M1 Macs? I'm talking gaming. At least there are a few titles to look forward to, and more surprises I'm sure. No one here has an idea what the true numbers are but I feel developing games for macOS is the experience of the law of diminishing returns. Redounload mac airport utility for yosemiteSo I think the worst migrations are over for the time being. And while Apple Silicon might go the way of PowerPC one day, it would take at least 10-15 years. How do I know a game's 32bit on macOS? Now I just can't run it.One good thing about the 64-bit transition is that there is unlikely to be a 128-bit transition. Is 32bit support that much of an overhead? You can throw numbers around but I don't notice the difference. They're not going to say: "These are our ARM Macs and unlike our Intel Macs they'll only run 64-bit applications and Metal." It'd be too big of a step to do this transition in one massive step. I think all three transitions were just part of Apple's big ARM transition. We've now had three different transitions in just a few years time:After these three transitions, what kind of secret transition has Apple still left for us? I don't think we'll be seeing yet another transition this current decade. I think the foundations on which to build Mac games have never been stronger and more powerful. However, the way I see it Apple has paved the way for us and laid the groundwork for a brand-new start. It sucks for us when developers decide they've had enough of all of these transitions.Yes, we've now lost a big chunk of software and many of our beloved games. They've just switched from OpenGL to Metal and then they suddenly have to transition to 64-bit and then they also have to port their software to ARM. I've never used Tiger or earlier. Can you imagine the performance of upcoming Pro machines?I don't know about gaming on classic Macs, as I only started using Macs with Intel Macs with Leopard. For such machines the performance is amazing. Of course, these M1 Macs can't compete with recent Intel Macs with an AMD GPU, but don't forget we're talking about the very first batch of Mac Mini's here. Now it's just a matter of regaining trust from developers who are fearing yet another apocalypse might be coming and have them embrace these new and powerful technologies. Developing software and games for Macs will become just as easy as developing for the iPhone.Anyway, that's the way I see it. No hassle having to support GPUs from Intel, nVidia and AMD. If Apple is only going to use its own GPUs in the future that'll will be even less headaches for developers. For as far as I know, it's just the newest Call of Duty that's released every year and one remaster after the other. More and more people will be buying ARM Macs, these ARM Macs will become even more powerful, specifications of Macs will become much less diverse (just like iPhones were specifications are all very similar), which all means the Mac as a platform to develop for becomes more attractive.One more thing: How about Windows games? We're all complaining about the Mac not getting any new games, but what's Windows currently actually getting? Besides Cyberpunk 2077 and Doom: Eternal I don't think I've heard about many big, amazing, impressive games that we should have on the Mac. The way I see it, we've currently reached the bottom and from now on it can only become better.
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