Gersen: Nope [Galaxy] has nothing to do with DRM and that was the point having DRM-free games without having to renounce to the convenience that other DRM using stores were providing. And even if there is a couple of edge cases for the 99% of games released here that's how it works.
Well, FCKDRM.com is now defunct and I can never seem to attach the screenshot that compares/contrasts DRMed content versus DRM-free content, but it seems pretty obvious to me that when Galaxy requirements have been present they violated every single one of those criteria that were laid out on that site (i.e., would mean Galaxy was in the DRMed section, which surely was not the intention of the site).
"Edge cases" is a very generous phrasing considering that even one instance of DRM means something is not DRM-free as a whole. Any inconsistency is confusing to the customer. "This store is DRM-free" is coherent. "This store is DRM-free, well, but now that you mention it there is this one edge case that requires the client to access content, and oh there is another one that requires third party accounts to play multiplayer, and..." is incoherent.
GOG should be looking to be coherent and clear to customers. Not trying to have their cake and eat it too, while spreading themselves too thin. Galaxy had what, 5 or 6 years to bring in all these wonderful casual Scheme users who would use GOG if only a client was there. The results weren't good enough. If the argument back in the day was that old games/DRM-free alone didn't attract enough users, then how can one defend Galaxy given the results?
In fact, I would think GOG Galaxy 2.0 was a sort of long shot to try and bring in more people, so it is hard to justify the original Galaxy as attracting enough.
As a much broader point that will hopefully sidestep some unnecessary back-and-forth, my position is that a client, yes, even one without any requirements to play game content, is inherently opposed to DRM-free offline gaming. This is because the very nature of a client is that it is online and thus the goal is to have people stay on it and interacting with it online. In terms of resource expenditure, whatever goes to a client is not going to offline gaming.