WinterSnowfall: The hard truth is: there just isn't a way to please everyone.
UnashamedWeeb: Simple solutions:
They don't need to integrate with Steam.
Plenty of smaller project games here, itch.io, FFG, ZP, self-hosted, etc. don't need it.
The legitimate reasons for it are very few: MP, voice, VAC, VR.
And even then, all 4 of these can solved through implementing into the game itself or offloaded to third-party services.
Broken record, but
GOG should be clearly communicating to its partners that supporting Galaxy is entirely optional. I'd rather [...] have them admit they [...] make up poor excuses about needing to support a client we all know they don't have to.
It's really not that simple.
Steam is where the bulk of the money gets made.
So, if you want to make a living with your games, you go the Steam route.
(hell, I know, I'd definitely go the Steam route first and foremost, if I was a developer - GOG would be an afterthought at best - and even then only, after I made my money on Steam already) And once you go the Steam route, you may as well use their well-tested structures, to make your game as enticing as possible for the potential buyers. Now let's head over to GOG, where
you and I say: "
the Galaxy client is entirely optional" and "
I don't need Galaxy's features".
While that may be true for you and me
(and for some others), it isn't true anymore for a growing part of GOG's customers.
Many of those, probably would have never become GOG customers in the first place, if it wasn't for the introduction of Galaxy.
That's the group, that - on the one hand, may love the idea to have their games DRM-free, but - on the other hand, also wants to enjoy their games with all the amenities that an online client
(like Steam) offers.
And I have a feeling, that particular group may now be the fastest growing group among GOG customers.
And: their money is worth as much as yours and mine.
However: even with that group being the fastest growing one - it's still far away from making the extra work of a Galaxy integration
(and possibly prior to that: a tiresome removal of the Steam intergration) for a GOG release monetary worthwile.
So, all / most / many developers find themselves in a spot between a rock and a hard place:
- a Steam release
(with all the bells and whistles) is basically a given, if you want to make money, and you believe, that selling your game there, will at the very least, reimburse you the $100 Steam fee.
(which is - and on that I'm pretty sure - one of the main reasons, why so many "smaller projects" release on itch.io, etc.,...no entry fee) But some questions arise, when it comes to a possible GOG release:
-
should they release on GOG at all? The "easiest" route is of course, to forego a GOG release entirely.
Will, of course, bring some ire from people who would like the game to be released here.
-
should they do a GOG release - but with a version of their game, which is lacking features? The second most "easy" way.
Will silence some of the irritated group above, but will call a new group of irritated people on the plan: those that don't want to use an online client, but somehow want all amenities/features that come with the use of an online client.
Plus those, who complain about having to pay the same for "a lesser game".
-
should they release on GOG/ with full Galaxy integration (which will cost them extra work/time (=money), without having guarantees, that that extra work will be financially rewarded)? This option will basically shut up all complainers
(with the exception of the "I want everything an online client has to offer, but without using an online client" fraction, of course), but will probably not make enough revenue, to make the move actually worthwile.
All three options have one pesky thing in common: the relatively tiny userbase of GOG, compared to Steam - and the lesser financial attractiveness, that comes with that. As a business person, you always have to evaluate, which investment
(of work, time and money) is rational and will bring you a revenue plus - and which investment isn't worth it.
Now, if a developer, like the one mentioned in post #2 in this thread, has already experience with a GOG release, and they know that the revenue is not what they expected, prior to that relase - why should that dev opt for a GOG release for their second game?
(quote: "[...] it was a lot of effort to support / integrate their galaxy stuff on Grim Dawn for what is a pretty small chunk of sales") Sure: they could save wortk/time/money, by skipping the Galaxy integration...but then they would fall prey to the groups mentioned above.
It's a no-win situation, really.
Edit: formatting Edit 2:
Oh, and don't get me started on the "special way", that GOG uses, to do their payment to developers who released here...that's a whole different can of worms.