KetobaK: It's quite some work actually, it can take month of work if you put a cuople of developers to do it, code it, test it, see if work, support it, and is like wasted work if you already have a working solution that use a launcher like this :/
That is a laughable amount of work. A month? REALLY?
That's a drop in an ocean of general dev work on a game.
Even if your game is already released and for months you sit and do nothing but patches.
Also:
So then what do you say for the fact that GOG Galaxy API is nowhere near compatible with steamworks and majority of games released here require recoding a whole lot of netcode?
It's usually not the case of simply changing steam syscalls for gog ones.
Considering that GOG API is of "questionable quality" I dare to say such process could take actually more than a month.
Time4Tea: As far as I am concerned,
any dependency on a remote server for multiplayer is DRM, because the developer is effectively retaining a 'kill switch' for the game. The moment they decide to turn off the server, the MP game is instantly unplayable for anyone that has bought it.
You probably meant "any dependency on
developers' remote server" ?
KetobaK: 1000% agree with you (yes, thousands, I can't agree more), direct methods for MP are always better, and like you said would be far better for preservation, I also hate remote servers, that's why barely play modern MP games (prefer the classics like Quake Arena I play to this day), but for younger audiences the lonely concept of use an IP to connect in a MP game cause them severe brain damage, that's why developers choose adapt their game to remote servers like Steam.
Except, you know, there is quite considerable amount of games on Steam that do not use steamworks backend for multiplayer and actually require you to rtfm.
For example Destiny 2, which has pretty loooong troubleshooting page on developer's website in regards to "connectivity issues".
There are also games that use steamworks backend but also other ports at the same time.
Time4Tea: The thing is: why can't they do both? With the client-server model, the developer could have their own instance of the MP server running for gamer convenience (with a handy link built in to the game) and
also provide the server application along with the game, for future preservation, once the remote server gets turned off.
Except it is usually not that simple.
You would also have to have an option to use
community stats/realm/matchmaking/whatever server otherwise you would end up with still "the end".
One example is Battlefield Play4Free.
It is fair to say that most servers were not developers' just 3rd party (not exactly community per se, they were running on community/clan/sites funded 3rd party [NOT developers'] infrastructure) but the game still relied on developers' central server for some data storage so when "the developer" decided to show active community a finger the dedicated hosting didn't matter.
I went pretty in depth on the whole "multiplayer netcode" matter in post 373 (
https://www.gog.com/forum/general/drm_on_gog_list_of_singleplayer_games_with_drm/post373 ) and I don't feel like repeating myself.
I brought some related points there so if anyone is interested go read it.
KetobaK: for younger audiences the lonely concept of use an IP to connect in a MP game cause them severe brain damage
vv221: That’s of course wrong, youngsters today are not more stupid than we were at their age, and they are usually more tech-savvy than we were. They could setup TCP/IP multiplayer easily, if the developers were not robbing us of this option in favour of DRM everywhere.
I highly disagree.
I am in IT industry and had plenty of exposure of help desk (I hate it btw, because I hate stupidity, and private users represent it too much) over the time, mostly freelance, and honestly, the people born for example post 2000 aren't ACTUALLY more technology proficient.
They pick up smartphones and BASIC usage of computers more easily than some % of previous generations.
But this has nothing to do with their age or whatever.
It's because technology now is easier to obtain, thus more popular, thus easier to pick up from the general society.
Believe me, those "youngsters" not only aren't better with "higher than absolute rock bottom intermediate" than earlier generations, they are often WORSE.
I have seen quite some people who for example were tought Win 8 interface and couldn't use "normal" interfaces.
mqstout: Indeed, it's late GenX/Early GenY who appear to be "peak troubleshooters"
Which years exactly are those supposed to be?
Lifthrasil: @all: can someone check, whether it is possible to change the language in the offline version?
Gersen: Yes the installer asks you which language you want to install.
Ah yes, "reinstall the game to change the language". Which year is this again? /s
*sigh*