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I'm glad Gwent is a success for them. CD PROJEKT is an amazingly customer friendly corporation, and they deserve to be rewarded for it.

Unless I'm misunderstanding, overall GOG is still barely making them money, which breaks my heart. So many good games, all my childhood, and it's not enough.

EDIT: Almost all my childhood games. Still missing Kohan and all the Command and Conquer titles. ;)
Post edited September 07, 2017 by MadalinStroe
Western countries are not a market as good as I expected. Drm-free supremacy is not for tomorrow...
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The-Business: ... - The bulk of CD PROJEKT RED revenues were associated with sales of The Witcher 3: Wild Hunt, along with its two expansion packs – Hearts of Stone and Blood and Wine – as well as its Game of the Year edition
....
Seems to be the most important point. CDP is still mostly a game developer. The increased share price is mostly speculation about Cyberpunk 2077 being as good and selling as well as Witcher 3. Hopefully it will.

GOG plays a significant part but is still minor in comparison.

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MadalinStroe: ... Unless I'm misunderstanding, overall GOG is still barely making them money, which breaks my heart. So many good games, all my childhood, and it's not enough. ...
It makes money. Overall it's profitable. And it employs (and feeds) people. And it brings the games from our childhoods back to us. That's all good things.

It just means that GOG won't be big competition for Steam anytime soon. But that's probably alright.
Post edited September 07, 2017 by Trilarion
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MaxFulvus: Western countries are not a market as good as I expected. Drm-free supremacy is not for tomorrow...
Why do you think the western market isn't good? 60 percent of all their sales came from the USA, and then 24 percent from the EU - that is 84 percent before adding Canada and Australia. They make almost everything from the West.

I would say the problem is the sales. It is pretty obvious that most of the sales of games come from the big seasonal sales GOG has and the smaller weekly sales and specials sales like Pinata.

I didn't read the whole report so I am not sure if they ever broke it out, but I would venture to say that 90-95 percent (at minimum) of all the game purchases on GOG are sold on sale. And I would be willing to bet that 50 percent of games sold come in the big seasonal sales.

CDPR is very profitable - 47 percent profitability is amazing, but it would be great if the GOG side would grow more.

I know they want that too. Consistent revenue is awesome for when they make a game that doesn't do as well as expected they don't get crushed. And it is inevitable. Every company, every developer has had a project that didn't sell as well as expected or didn't live up to previous work. Blizzard had Diablo 3 sell exceptionally well off the back of the previous two games, but it is not nearly as good, nor as well received, that will affect D4 in the future. They cancelled StarCraft Ghost and the second MMO they were working on which are both huge money losses. Nintendo has made bad games, too and great games that didn't sell very well.
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Breja: I know it's nothing new, but I'm stil amazed at how profitable something like Gwent is. And I don't mean Gwent in particular, but games like it in general. So many people paying so much money for virtual cards (and other far more pointless items in other games)... I guess I'm just too old-school to get it.
While I'm not a fan of the business model, it's not surprising that it is so profitable. It allows devs/publishers to make profit with minimal investments, by putting a price tag on virtual items ( often single use ) or currencies, so it's pretty much like printing your own money. As for the customers... I don't know, maybe it's partially a generational thing? The kiddos these days grow up with smartphones, Steam, all sorts of social media sites... I guess to them all of this is normal.
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CharlesGrey: While I'm not a fan of the business model, it's not surprising that it is so profitable. It allows devs/publishers to make profit with minimal investments, by putting a price tag on virtual items ( often single use ) or currencies, so it's pretty much like printing your own money. As for the customers... I don't know, maybe it's partially a generational thing? The kiddos these days grow up with smartphones, Steam, all sorts of social media sites... I guess to them all of this is normal.
The first MMORPG appeared in 1991 [1], players have to pay 4~10 USD per HOUR, on top of the dial-up fee.
Online-gamers always like to spend. :-/

[1] Neverwinter Nights
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MajicMan: Why do you think the western market isn't good? 60 percent of all their sales came from the USA, and then 24 percent from the EU - that is 84 percent before adding Canada and Australia. They make almost everything from the West.
I talk about GOG revenue by country. The revenue seems to decrease in western countries.
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CharlesGrey: While I'm not a fan of the business model, it's not surprising that it is so profitable. It allows devs/publishers to make profit with minimal investments, by putting a price tag on virtual items ( often single use ) or currencies, so it's pretty much like printing your own money. As for the customers... I don't know, maybe it's partially a generational thing? The kiddos these days grow up with smartphones, Steam, all sorts of social media sites... I guess to them all of this is normal.
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kbnrylaec: The first MMORPG appeared in 1991 [1], players have to pay 4~10 USD per HOUR, on top of the dial-up fee.
Online-gamers always like to spend. :-/

[1] Neverwinter Nights
And here I thought Ultima Online and Everquest were the oldest MMOs. Had no idea that MS-DOS MMOs were a thing.

That's a lot of money, considering how much time people spend on such games. I guess at least it was special back then, since it was the first of its kind. Still, probably would have been better off looking for a local D&D PnP group. Certainly cheaper, and likely much more fun.
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MaxFulvus: I talk about GOG revenue by country. The revenue seems to decrease in western countries.
I think it's just a case of revenue growing in the developing countries which have regional pricing.
Anyway Gwent seems to be GOG's cash cow, which is worrisome in a way, but I'm glad that they are making a profit.
As for Cyberpunk, I don't expect it before 2019-2020. We haven't even seen an in-game video, which for The Witcher 3 happened in 2013 while the game was released in 2015. I'm expecting something similar here.
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MajicMan: The irony of DRM making it easier for Steam and harder for GOG. The games that require DRM go to Steam and it means a lot of people will want to keep their collection in one place, friends list, achievements etc. even on the DRM-free games.
This is why smart gamers need to do way more to spread more awareness about why is Steam is DRM, and therefore it should be avoided as much as possible. Many gamers do not even realize that.

Even here on GOG, tons of people argue against the fact that Steam is DRM.

To convince large numbers of gamers to abandon the Steam DRM is an uphill battle for sure. It might not even be possible. But right now, almost no one is even bothering to try fighting that battle, and that lack of trying guarantees that nothing will change and so the Steam DRM will continue to reign supreme for all-time into the foreseeable future. How tragic for gamers!
Post edited September 07, 2017 by Ancient-Red-Dragon
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Ancient-Red-Dragon: Even here on GOG, tons of people argue against the fact that Steam is DRM.
Even here on GOG, some people argue that Galaxy is DRM... you can't please everyone. Also there are those nutcases who genuinely think that DRM prevents piracy and those who don't want DRM are would-be pirates. The world is full of crazy :D
According to slide 18, revenue of sales from non-CDPR games on GOG has been stagnant for 2.5 years.

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blotunga: Even here on GOG, some people argue that Galaxy is DRM
When the multiplayer only works with Galaxy, yes. Have already been musing
1) if some people archive the Galaxy versions in case they are needed later if a game doesn't get updated and is stuck on removed Galaxy APIs (e.g. achievements require launching through Galaxy9
2) if there will be a web site which allows multiplayer of (old) Galaxy games by providing a clone of the Galaxy API.
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The-Business: According to slide 18, revenue of sales from non-CDPR games on GOG has been stagnant for 2.5 years.
...
I wonder what happened to the market share of GOG on PC games (excluding MMO)? Maybe the whole segment stalled for that time or maybe not? Unfortunately I do not have numbers for that. Most people say that mobile gaming is growing much faster than PC or console.
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Trilarion: I wonder what happened to the market share of GOG on PC games (excluding MMO)? Maybe the whole segment stalled for that time or maybe not? Unfortunately I do not have numbers for that. Most people say that mobile gaming is growing much faster than PC or console.
From https://www.gog.com/forum/general/vulkan_open_cross_platform_api_for_graphics_and_gpgpu/post140
(Posted January 08, 2017)

According to newzoo.com, PC+MMO occupied 28% of total game market in 2015, and 27% in 2016.
Console games only occupied 30% in 2015, and 29% in 2016.

Mobile games have surpassed console games, that is why Nintendo release Super Mario Run.

The whole PC gaming market is over 90% of console market now.
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Ancient-Red-Dragon: Even here on GOG, tons of people argue against the fact that Steam is DRM.
I don't think that word means what you think it means...