Xeshra: "Repackaging" in most cases sounds bad. As the original software is usually lost after and if gotten by piracy in many cases full of malware. So those games are often damaged beyond repair. Sure it may become playable after but only "by destroying the original source", which is not the first choice.
This is not true. First of, malware from 30 years ago is easily detectable and removable. Secondly, most games are completely "findable" in their raw binary product form. Source code or assets are mostly lost - if anything. And for "preserving" the game the source is not needed. It would be nice if it was public domain or open source (all hail doom). So quite frankly, I am not buying that source manipulations are needed in most cases. There are a few where you either have to patch a bit, or emulate. But neither is an issue. It's just that people will call you a fake and ask why you want 30 bucks for it. Rightfully so.
If you wanna remaster a game, that's a different story (I bought the Tomb Raider remaster) but it's not needed to preserve.
DarkSaber2k: Subnautica's lead dev actually asked devs on twitter if it was worth doing a GOG release and was advised No. This was quite a few years back.
Xeshra: [... snip ...]
GOG apparently got such low sells.. at least according to those devs... they rather avoid GOG: As they feel it is just "not sufficiently fat for any reliable income!".
[... snip...]
Whats clear to me... the reason why we still did not get a single Final Fantasy (as a good example) is not because of the DRM... it is because the publisher thinks "it is just not worth it".
[... snip...]
But the solution to that is quite simple right? It goes back to my original question: "Why?"
I have a few thoughts on where things might be going wrong:
- Release Reviews: For large games, this is unnecessary. Just give trusted developers an API key and let them release their games and set prices as they see fit, minus your cost calculations. Require no DRM and make sure the game works, or revert it. That's all. Or just check if a steam release for the same version exists and auto-approve it. This also saves cost.
- Steam VS GOG integration: This should not be an issue. If it is, fix it. Don't bother companies with yet another integration issue. They likely already don't wanna pay anybody to release with you. So don't make them. You need to have a drop in DDL to map steam features to GOG. Or at least a compatibility layer that compiles in. Nothing else is gonna fly. At most they should need to put an IF around the steam account check. Same about the release pipeline and store pages. Match steam as close as you can or create a converter.
- Automated Testing: Only test GOG Galaxy integrations around, cloud saves and achievements (the stuff you drop-in replace). Rest is up to the dev.
- Agreements, licenses etc. discuss and agree in bulk. Make simple. Favor publisher. In the end, you are a shop. It can't be that hard to streamline this.
Basically, if it takes a dev more then a day to release a game here as a big publisher, GOG is making a mistake.
Regarding compatibility layers: It probably takes at most a few weeks to create one from GOGs side. I don't know how to neatly exactly deal with the steam account / auth-token integration, but even that should be solve-able (I know pirates do that). In the end, the APIs are very similar mechanically. Same for release pipelines. Basically, realize that you are nobody compared to them and work with that, don't fight it. My estimate for developers currently is likely that it takes them a few weeks. That's not ok, I agree.
(Multiplayer/Matchmaking, Steam Workshop or SteamVR are not something to target for such a drop in replacement if anybody from GOG will ever read this :P So yes, multiplayer is something were studios (or GOG) would have to sit down considerably more.)