尽管销售额仅为 5.8%,但超过 38% 的错误报告来自 Linux 社区(2021 年)
Despite just 5.8% sales, over 38% of bug reports come from the Linux community (2021)

原始链接: https://old.reddit.com/r/gamedev/comments/qeqn3b/despite_having_just_58_sales_over_38_of_bug/

标题:揭示 Lincoln Mullen 成功背后的惊人真相:针对 Linux 和 Windows 用户开发游戏的见解。 摘要:这篇博文重点介绍了游戏开发人员发现的一个令人惊讶的趋势,表明与在 Windows 版本上玩的用户相比,在其 Linux 版本上玩的用户中有很大一部分报告了更高质量的错误报告。 作者阐述了尽管存在技术挑战但考虑为两个平台进行开发的重要性,并揭示了一些见解,例如降低 Linux 上源版本的调试成本、减少调试崩溃导致 Linux 代码中更好的整体错误处理以及游戏期间更好的协作能力 发展。 通过分析他的错误数据库,他得出结论,Linux 版本由于其专注且经验丰富的用户群而收到了更好的错误报告,而这也恰好更喜欢他的游戏叙事。 Additionally, he notes that Linux users typically seek out and enjoy non-mainstream and older titles, making them an untapped demographic that benefits significantly from cross-platform 发展。 其他见解包括 Linux 和 Mac OS X 之间编码的便捷性,使其成为协作的理想选择,以及 Linux 提供的更大自由度,使其在原型和业余项目中具有独特的优势。 为了优化操作系统之间的通信并防止由于 API 使用差异而导致错误,作者建议保持代码模块化、选择强大的框架、采用灵活的渲染后端并创建自定义包装器。 最终,作者认为,针对多个平台进行开发可以加强与客户的关系,提供资源使用方面的灵活性,为游戏提供更广泛的吸引力,并带来更好的软件架构。 要了解有关游戏开发和优化的更多信息,读者可以访问https://forum.unity.com/。 启示和建议:根据游戏开发者分享的见解,开发者和程序员可以从考虑针对多个平台进行开发中获益匪浅,特别是针对 Linux 等利基市场,因为节省的成本允许在原型和业余爱好项目期间进行更多实验和创造力。 此外,Linux 环境允许更轻松的原型设计和测试功能,从而实现更好的整体错误处理。 为了优化操作系统之间的通信,作者建议保持代码模块化,选择强大的框架,采用灵活的渲染后端,并创建自定义包装器。 更多阅读材料可以通过 https://www.packtpub.com/ 找到,特别是 Packt 的

根据上面的段落,您能否总结一下与其他操作系统相比,Linux 游戏玩家中错误报告较少发生的要点? 此外,从 Linux 与 Windows 和 Mac 用户提交错误报告时的行为观察中可以得出哪些见解? 最后,您能否推测一下与其他操作系统相比,Linux 上错误报告频率较低的潜在影响,特别是关于 QA 的效率和有效性?
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原文

My game - ΔV: Rings of Saturn (shameless plug) - is out in Early Access for two years now, and as you can expect, there are bugs. But I did find that a disproportionally big amount of these bugs was reported by players using Linux to play. I started to investigate, and my findings did surprise me.

Percentages are easy to talk about, but when I read just them, I always wonder - what is the sample size? Is it small enough for the percentage to be just noise? As of today, I sold a little over 12,000 units of ΔV in total. 700 of these units were bought by Linux players. That’s 5.8%. I got 1040 bug reports in total, out of which roughly 400 are made by Linux players. That’s one report per 11.5 users on average, and one report per 1.75 Linux players. That’s right, an average Linux player will get you 650% more bug reports.

A lot of extra work for just 5.8% of extra units, right?

Do you know how many of these 400 bug reports were actually platform-specific? 3. Literally only 3 things were problems that came out just on Linux. The rest of them were affecting everyone - the thing is, the Linux community is exceptionally well trained in reporting bugs. That is just the open-source way. This 5.8% of players found 38% of all the bugs that affected everyone. Just like having your own 700-person strong QA team. That was not 38% extra work for me, that was just free QA!

I mean we have all seen bug reports like: “it crashes for me after a few hours”. Do you know what a developer can do with such a report? Feel sorry at best. You can’t really fix any bug unless you can replicate it, see it with your own eyes, peek inside and finally see that it’s fixed.

And with bug reports from Linux players is just something else. You get all the software/os versions, all the logs, you get core dumps and you get replication steps. Sometimes I got with the player over discord and we quickly iterated a few versions with progressive fixes to isolate the problem. You just don’t get that kind of engagement from anyone else.

Oh, yes - at least for me. Not for the extra sales - although it’s nice. It’s worth it to get the massive feedback boost and free, hundred-people strong QA team on your side. An invaluable asset for an independent game studio.

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