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15 years ago, in 2008, a group of dedicated video game enthusiasts went on a mission to safeguard the treasures of the past, while also breaking the shackles of the rising always-online trend in gaming. Good Old Games, now known simply as GOG, has emerged as a safe haven for all fans of classic titles, committed to preserving and reviving classic PC games for modern audiences and giving the players complete freedom of how they want to store and play their games.

All these years later, in a digital era where games can easily vanish into obscurity, we still continue this quest and try our best to make games last forever by giving them their forever home, and preventing them from being forgotten.

During our 15th Anniversary we want to talk about our love for video games and what we do exactly to save PC game classics.



A journey back to the roots

Our roots trace back to, of course, CD PROJEKT, a video game developer, publisher and distributor based in Warsaw, Poland, founded in May 1994 by Marcin Iwiński and Michał Kiciński. However, the company's journey into the realm of classic game preservation is a tale filled with twists and turns. In the 90s, CD PROJEKT found success as a retail game distributor in Poland, a market riddled with rampant piracy. It was during this time that they discovered a unique approach to combat piracy — offering classic games at budget-friendly prices.

This revelation marked the genesis of our mission. The vision was clear: providing gamers with a hassle-free, accessible way to enjoy their favorite classic titles. The concept proved effective, and thus, "Good Old Games" was born. At our inception, the primary focus (which we still continue) was on reviving and distributing classic PC games.



The quest for forgotten gems

The path to preserving classic games is not an easy one. One of the significant challenges we faced was acquiring the rights to release these beloved titles on our platform – after all, negotiating with rights holders can be a time-consuming and complex endeavor. Often, identifying who owns the IP can be a Herculean task in itself!

Most rights of classic titles are lost between companies and those companies’ twists and turns. Moreover, some agreements are written in a way where after a certain amount of time the rights revert to the developer. But the question of what exact rights (code, IP, music, etc.) remains a mystery. There are games that require multi-way agreements, and some rights go to one party and are blocked by another. Sometimes, the challenge is also about making the original rights holder aware of just how much value to the industry and joy to the gamers the revival of the game would bring. Particularly when the rightful owner is not familiar with the IP's historical significance and video games as a whole.

The process of discovering who owns the rights to a product usually begins with searching international IP databases. If the current owner is still maintaining the IP, it should be found there. However, this is not the case for most classic games, which requires further investigation. – explains Marcin Paczyński, our Senior Business Development Manager.

We start at the beginning – the original developer and publisher. If they are still active then we contact them and simply ask them. If they are not, the process becomes more complex as various scenarios can arise. The company could have gone bankrupt and the rights were sold to different parties, or only a portion of the rights were sold. It's also possible that the company was sold and the new owner subsequently went bankrupt, and so on. While going through all that we try to get in contact with people who might have been involved at any point of this IPs history with hopes that they might have some additional insight. That is often the case.

Generally, this process can be quite lengthy and may encounter obstacles when we exhaust our leads in the investigation or when we know where to look but cannot access the information. For instance, we may need to retrieve old agreements from a corporation's “basement”, but the company is unwilling to prioritize something that is not bringing them any significant revenue.


Making a classic run on a modern PC

When the holders of the IP are successfully identified and the game has been signed on our platform, sometimes yet another challenge emerges: preparing that game to run on modern systems.

Having to find the correct codec, fiddle with many settings, including scaling, controller setups and CPU cycles, sometimes having to dynamically set them because different parts of a game behave differently – all of those and more are things that our team has to go through.

Here’s how Anna Grodowska, our current Senior Technical Producer, described the process when we asked her last time:

Well, obviously the first move for us is to get “inside” the game and remove its Digital Rights Management feature (DRM in short). The next step would be a complex evaluation of how to make a specific title run on modern computers. It’s all about creating a list of potential problems we might have to delete/fix in order for the game to work as well as it would on older, obsolete machines.





Sometimes it’s during this second step that we have to fix some problems and dig deeper to find new ones. For example, if the game does not run at all, we must first do our best to launch it so that we can examine how other features like 3D renderer, audio system, or LAN multiplayer may work. Part of this process is examining the technical possibilities of potentially expanding the functionalities of the title without, of course, making changes to its gameplay. For example, sometimes we make it so that the game can support natively wide-screen displays, high resolutions (1080, 4K, 8K), or new controller types.

After the evaluation part, the time comes for fixing the problems themselves. Since in 99% of cases we don’t have the game’s source code itself, we usually resort to the good old technique of reverse engineering. We also use all sorts of debuggers, monitoring devices, and tens of other tools, including virtual machines and hardware that dates to the times when the particular game was released.

A few examples

Some titles are extremely challenging, like Indiana Jones and the Infernal Machine or Star Wars: Shadows of the Empire. Our team encountered many technical obstacles while working on these titles, and, apart from that, the wrappers used to emulate old-school interfaces we had back when working on mentioned games have proved to be quite obsolete.

To make these titles work, we had to put in a tremendous amount of work, but as Anna says – The satisfaction that came along with it was very rewarding. The experience we’ve earned on bringing these two games to modern computers and the tools we utilized then also became very beneficial for hundreds of our future projects.



Today, of course, our situation looks very different. We already possess many useful tools for our work that we’re still updating and improving them. Thinking ahead, we already test tools that we’ll need in a few years and will be useful to us for the next decade or so.

Apart from the obsolete interface problem, the games’ concurrency also poses a challenge from time to time. For example, Hidden & Dangerous wasn’t a very problematic game overall, yet it had one irritating issue. Once every several dozen minutes while playing the game you could hear a very loud noise from the speakers accompanied by an irritating white noise that could very well give the gamer a heart attack.



Since this problematic sound could not be played ad-hoc, we had to simply run the game and wait until the problem arises. At the same time, we were watching our tools working in the background and listening to the monotonous barking of a dog (the Velke Gradiste level of the game) sometimes for 10 minutes and sometimes for as much as 3 hours. Needless to say, although we managed to fix the problem eventually, some of us hear the barking of that virtual dog even to this day! The underlying issue has proved to be a small oversight on the part of the game’s creators and the lack of synchronization between threads that fought over the same sound buffer. – further explains Anna.

Timing issues and bad coding practices are also not that uncommon. A prominent example was Blood Omen: Legacy of Kain that didn’t synchronize properly or Star Trek: Armada 1+2 utilizing incompatible interfaces in the same engine. We had to rewrite those fragments of code and emulate broken interfaces basically from scratch.


As you can see, the process of preserving and reviving classic games for modern players is complex and often requires technical expertise, reverse engineering, and a deep understanding of both old and new hardware and software environments. That however, is a fight always worth taking, as giving you, our community, an ability to play their favorite classic games, and being part of the gaming history’s preservation, makes it all worth it.




What the future holds

From our humble beginnings as a distributor of classic PC games to becoming a global platform where you can find your favorite retro titles, discover indie gems and enjoy modern AAA hits. Our 15 year-long journey has been marked by challenges and triumphs, but our dedication to continue to preserve gaming history, revive inaccessible classics, and provide you with more and more DRM-free games remains stronger than ever.

To everyone who has either been with us through this journey or just joined our merry camp of gaming enthusiasts: thank you, as you’re the reason why we exist. We’ll do our best to continue to deliver you the best possible experience on our platform, so your games have their forever home, and you can play them however you like.

Let’s keep the flame of gaming history burning bright. Let’s keep making games last forever, together.
Happy birthday and fix all the bugs, thanks! ;D
Thank you and Happy Anniversary! You guys do a job alot dont want to do and you do it well. You keep supplying and I'll keep buying
Please do something about Giants: Citizen Kabuto, it doesn't work properly anymore on Windows 11.
Happy Birthday and really, GOG, don't change ANYTHING in your functions (at least, from my point of view). Your no-DRM policy, the forum, the reviews, your continuous efforts to bring new games (as Beyond Two Souls and Heavy Rain) here, NOTHING. The only thing I would advise for the future is to hire more people, if possible, in order for your functions to keep maintaining and, if there are some new ideas, improving as well. I know I'm not one of your big customers (the games one buys, also need finishing...), but I do wish for the best.
Thank you GOG team! Your work is simply amazing! In times where GAS (game as service), more and more, is being imposed on gamers as the new normal, you give us hope!
Post edited September 23, 2023 by EV_Gamer
Sto lat z Polski
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EV_Gamer: Thank you GOG team! Your work is simply amazing! In times where GAS (game as service), more and more, is being imposed on gamers as the new normal, you give us hope!
I agree 100%!
But we shouldn't only save the old classics since every new game also will be a classic someday. We should care about all of those that don't have DRM and such crap.
Proud to be a part of the movement and thrilled to see GOG thrive! :)
I of the Dragon would be another example of a fixed game that had a slew of technical issues. Crashing, bugged music, controls issues. Worked flawlessly out of the box from GOG.
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wolfsite: Really hope you can get the Lemmings games here someday, they are iconic pieces of there time.
That's literally THE example of this problem:

For instance, we may need to retrieve old agreements from a corporation's “basement”, but the company is unwilling to prioritize something that is not bringing them any significant revenue.

Sony is sitting on the entire Psygnosis catalogue, choosing to do literally nothing with it.

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P-E-S: Since one of the games has been pictured in the post: is the first Soul Reaver ever coming back? SE pulled it for some nebulous update shenanigans that never actually occured, and now they don't even own the IP anymore. Makes no sense to have it still missing.
Very true. The supposed update seems to have evaporated into nothing and now we're left with a hole on GOG.

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Lukaszmik: While the effort is definitely appreciated, I wish you would look into supporting the games already in your library better.

Titles like Red Baron 3d or Spellforce Platinum, as quick examples, are in dire need of attention to make them playable on even the retired Windows 7, much less newer OSs.
What's the issue with Spellforce? I played through the entire game and the expansions on Windows 10 without issues, other than having to quit the game through Task Manager because if I quit through the menu, I would get a permanent black screen. But the game itself played without issues.
Post edited September 24, 2023 by idbeholdME
Unfortunately there just doesn't seem to be much you can do about studios delisting games. The best PC shooter of all time Unreal Tournament was removed from the entire internet. Thankfully I bought it before it happened but what about the people who didn't.
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idbeholdME: Sony is sitting on the entire Psygnosis catalogue, choosing to do literally nothing with it.
Night Dive did manage to pull Metal Fatigue from that pile. But maybe Psygnosis just had the rights for the German edition for that one?
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idbeholdME: Sony is sitting on the entire Psygnosis catalogue, choosing to do literally nothing with it.
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Cavalary: Night Dive did manage to pull Metal Fatigue from that pile. But maybe Psygnosis just had the rights for the German edition for that one?
I wouldn't be surprised if the rights acquired were from the NA publisher, through TalonSoft, and not Psygnosis.

TalonSoft got swallowed by Matrix Games, which later merged with Slitherine. Would be pretty strange if Sony said yes just to this one specific game. But we'll probably never know that.
Post edited September 24, 2023 by idbeholdME
Supporting Linux would be a big help. Increase the number of platforms these older games can operate on. I plan on abandoning Windows soon. It's little more than malware now, IMO. With AI coming to Windows I want NO part of it; it steals enough data as it is and i don't like how Windows is beginning to tell us what we can and can't do with it. I would love to see more games supported there.

A GoG Linux client would be appreciated.
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PancakeLauncher: Supporting Linux would be a big help. Increase the number of platforms these older games can operate on. I plan on abandoning Windows soon. It's little more than malware now, IMO. With AI coming to Windows I want NO part of it; it steals enough data as it is and i don't like how Windows is beginning to tell us what we can and can't do with it. I would love to see more games supported there.

A GoG Linux client would be appreciated.
But how would you get thier offline installers to work with Linux?
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Magmarock: But how would you get thier offline installers to work with Linux?
Some of them already do? And for the rest you use Wine/Proton, obviously.