Posted October 19, 2019
Technically? Not difficult at all.
ThorChild: Now how hard would it be for GOG to actually add a filter box like you did for 'No DLC'? And one for 'No Soundtracks' in the general listings?
I suspect the real issue is that they're either seriously understaffed, or they are a dysfunctional organization where every little change or addition requires a bunch of planning-on-paper (which you can't even start to do unless a higher up told you to start doing it), UI design review, meetings, approvals from overlords to actually do the planned thing, task assignment that ends up going to some newbie because the old timers are busy with More Important Stuff (Galaxy). If you manage to go through that crap (which could take weeks/months if nobody sees it as a priority...), then it's a job that takes from 30 minutes to a day, depending on how familiar you are with the current system and how much you're allowed to or required to refactor or clean it up while at it, how much automated testing (if any) you need to supply. Someone might still have to review and independently test & QA & approve the changes before they can be pushed to production.
Unfortunately it doesn't even take a particular big organization for things to get to this point where, essentially, getting the permission to do anything is a long and painful process. And when/if that happens, developers quickly lose the motivation to even bring up things that they think should or could be improved. They just do whatever they're told to do, anything else is not worth the time and hassle. This is how we get products with longstanding problems that are obvious to the users and developers (and which would be easy to fix), but as long as management is oblivious or doesn't care, these issues are going to be a thing for a loong time... especially if it's a product that the management themselves don't use much or at all.
My two cents' worth of bitter experience from the software world.
And this is why hobbyists & open source developers can pull off a feature in a weekend that we'll never see in a commercial product. Why startups can replicate, in a few months, 90% of the important functionality in some product that a big corp has been maintaining for a decade, etc. Adding even a little bit of management -- and hired faces who need to wait to be told what to do -- can slow down development to an absolute crawl, if you're not very careful. Overhead from communication and getting everyone to agree can be massssssive.
It's kinda like hey, here we have a GPU that can render our scene at 500 FPS. But we haven't been able to decide which model to render, and what their hair colour is going to be, so it's going to sit at 0 fps for a while until we have the time to argue about it and make a decision.
Post edited October 19, 2019 by clarry