It is simple, Android NDK has all the same APIs for 3D rendering and audio, as do all major middleware engines.
The failure of business, only reinforces Windows as the platform most studios reach for.
Buy Windows, buy Visual Studio, pay game engines licenses, let Valve do the work.
This ignoring that current Valve's management doesn't live forever, so who knows what happens afterwards.
At this point Valve look more capable of running a platform business than Microsoft do.
Microsoft have spent the whole Nadella era in "oooo cloud" inspired wonder and actively screwed up everything else.
> Valve's management doesn't live forever, so who knows what happens afterwards.
Tens of thousands of Windows games would remain playable with ubiquitous Vulkan-capable hardware and a 500mb Proton runtime?
A potential change in Valve's culture/management aside, "let valve do the work" is a feature, not a bug. Studio spends all their budget targeting one platform (which still has ~90+% of the PC gaming market), and get Linux support for free.
Windows' monopoly on game dev isn't just market share either, since game dev isn't just code. You still need Photoshop, Maya, etc. and in smaller studies there's typically a crossover where some devs are doing art as well. Visual Studio's C++ debugger is still one of the best, and the tooling elsewhere hasn't caught up yet (compared to DX + PIX).
Then you also have to solve distribution and handling the fragmented display & audio stack. It's gotten a lot better, but its still a factor.
I'm fine with most of the work going into Wine/Proton. A stable ABI for Linux is a boon, if it happens to be Win32 then so be it.