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Even for those of you who have been with us since day one, the routine of acquiring and fixing games by GOG may be shrouded in mystery. That’s why on the occasion of our Winter Sale’s Classics Day, we’ve decided to shed some light on the whole process. To do that, we’ve asked a few questions to some of the most experienced members of our team.

So, how do we select the classic titles that we would like to offer gamers? Are there situations when the owners of the classic games’ copyrights approach us sooner than we approach them?

Marcin Paczyński, Senior Business Development Manager at GOG: We usually use our best judgment. Many of us at GOG are old-school gamers so we’ve played most of the classic games that we are now trying to get for our users (and for ourselves, of course). We also use our community Wishlist and various other means to scout for new content. The rights-holders rarely reach out to us first, but it does happen from time to time.



Sometimes the long-anticipated titles (for example missing parts of a classic series) arrive at GOG with considerable delay or do not appear in the store at all. What are the most common reasons for much-requested titles not being available?

For newer games, it's always the publisher's decision on which platforms they will be releasing their titles. There are many reasons why some of them get delayed on GOG or are not released at all. One of the major ones is that GOG is a DRM-free platform meaning that all our games (besides online-only games which we discussed in GOG Update #5) are playable while offline. For some publishers, releasing their new game without copy protection software still seems to be somewhat risky.

As for the classic releases, things sometimes get even more complicated. That’s because our partners need to make sure that they still have publishing rights, IP rights, code rights, music rights, etc, to the titles in question. Of course, we do our own research, and we try to help our partners in shortening this process as much as we can. Yet, in the end, it is them who need to find and evaluate sometimes decades-old contracts.

Unfortunately, it often turns out that some of the rights have expired or were transferred to someone else. If such a thing happens, then the whole process can get exceptionally complicated and long-drawn, sometimes even practically impossible to finish successfully.

In general, we use our Wishlist as a guide to prioritize the titles that are most demanded by gamers. For many classics, we manage to succeed and bring them back, and for the remaining ones – the fight continues!



What does, in short, the fascinating process of preparing a classic game to run on new computers look like?

Anna Grodowska, Technical Producer at GOG: 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 wide-angle screens, 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.



Which classic titles were the most challenging to revive and why?

We have had quite a few of those, Star Wars: Shadows of the Empire and Indiana Jones and the Infernal Machine are the first that come to my mind. Two issues contributed to this fact. First of all, we encountered many small technical obstacles while working on these titles. 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. Yet, mark my words, 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 I mentioned, 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.



As you can see, making games last forever is a process that requires both patience and skill. For almost one and a half decades, we at GOG put a lot of effort into bringing classic games back into your hands. On the occasion of Good Old Games Day and our Winter Sale’s Classics Collection in our store, we would like to invite you to check them out, because there’s never been a better time to expand your library with the very best that gaming has to offer!
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Is this a shitpost? :P
You just hid 'rewards' in the next gen Witcher 3 version behind a client...so much for 'lasting forever'.

Some of the examples Plok_HR named came to mind as well.
I was about to mention Saints Row IV having issues, but apparently the new version is even worse. :/
Post edited December 19, 2022 by NuffCatnip
Take a look at Interstate '76, sometime.
Hey GoG, here is small advice from IT guys - don't touch if it works!
Post edited December 19, 2022 by truhlik
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Ancient-Red-Dragon: In that case, why did they even delist Hitman GOTY? That game was "playable while offline" and therefore it was DRM-free according to GOG's own "official definition."
IIRC, your progress wasn't saved unless registered with IOI's servers, or something like that.
So not really playable in any meaningful way other than as a demo.
Sometimes we forget the miracle that is that a store like GOG still focuses on releasing old games when there are tons of pages when we find these games for free. Thank you GOG, last forever.
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Despite people's complaints (some valid, some ridiculous) I think this was a great little interview/news post and I would love to see more like this. More looks inside how more aspects of how GOG works and does things would always be appreciated. Many companies (especially big ones) can get away with being inscrutable as to their inner workings, but a company like GOG that claims to care about and want to interact with its customers really should be more transparent.
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Ancient-Red-Dragon: In that case, why did they even delist Hitman GOTY? That game was "playable while offline" and therefore it was DRM-free according to GOG's own "official definition."
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brouer: IIRC, your progress wasn't saved unless registered with IOI's servers, or something like that.
So not really playable in any meaningful way other than as a demo.
It was still more playable than Gwent, and this one has not been removed from the store yet.

When GOG definition of "DRM-free" allows the inclusion of 100% online-only games tied to a central server and a specific third-party client, you know something terribly wrong happened…
It was interesting to read about the process, and highlighting the difficulty and complexity of keeping old games working certainly improves my appreciation for the work that you do at GOG.

Once again, I just want to thank you for putting in that effort. Keep up the good work.
Awesome reading, many thanks for having a peek at GoG internals!!!
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GOG.com: ...
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.
...
Odd, every game EULA I read states I'm not allowed to reverse engineer. Double standard or something else?

Here's example with the last game in "Bestselling" list (picked because closest to announcement section):
https://www.gog.com/en/game/rollercoaster_tycoon_classic
Sadly can't easily find/refer to game's EULA on GoG, so linking the "alternative" one:
https://store.steampowered.com/eula/282560_eula_0 (bold mine)
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RollerCoaster Tycoon World
RCTO Productions, LLC
END USER LICENSE AGREEMENT
...
3. Except as expressly licensed to you herein, RCTO reserves all right, title and interest in the Game and all associated copyrights, trademarks, and other intellectual property rights. The structure, organization and code of the Game are the valuable trade secrets and confidential information of RCTO. The Game is protected by law, including without limitation the copyright laws of the United States and other countries, and by international treaty provisions. You agree to protect RCTO’s copyright and other ownership interests in all items in the Game. You may not decompile, disassemble, or reverse engineer the Game, or any component thereof, by any means whatsoever. You may not remove, alter, or obscure RCTO’s trademarks or logos, legal notices, or any product identification, copyright, or other intellectual property notices in the Game or related assets.
```
I'll be forever thankful for what you do!
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DoomSooth: Take a look at Interstate '76, sometime.
That game simply needs the nGlide treatment, as it's known to be broken on modern systems outside of emulated 3dfx glide rendering. Not sure why GOG hasn't caught on yet, but if you "yeet" nGlide onto it, it plays just fine.
Post edited December 19, 2022 by WinterSnowfall
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The only digital store I spend money at. I will pay for games, not for rental from 3rd parties.
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i_ni: Odd, every game EULA I read states I'm not allowed to reverse engineer. Double standard or something else?
EULAs are not legally binding (thankfully).
Good Old Games store is probably the greatest idea for an online Games store since steam epic is just competition their game engine is what makes them great. but as a store its mostly free games for me. I noticed if you wait long enough you can just get it free
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i_ni: Odd, every game EULA I read states I'm not allowed to reverse engineer. Double standard or something else?
The owners are giving GOG a license to fix it up, make copies extra copies and sell them. They can also give GOG the permission to reverse engineer it as part of that.