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Here's a podcast interview with Mark Hill from GOG about GOG's curation process:
https://indiegamecoach.com/episode-7-how-to-get-your-game-on-gog-w-mark-hill-from-gog/
avatar
SCPM: Here's a podcast interview with Mark Hill from GOG about GOG's curation process:
https://indiegamecoach.com/episode-7-how-to-get-your-game-on-gog-w-mark-hill-from-gog/
i'm going to be honest, for a minute a i thought that said "mark hamill" and i was all what the heck
avatar
SCPM: Here's a podcast interview with Mark Hill from GOG about GOG's curation process:
https://indiegamecoach.com/episode-7-how-to-get-your-game-on-gog-w-mark-hill-from-gog/
avatar
fortune_p_dawg: i'm going to be honest, for a minute a i thought that said "mark hamill" and i was all what the heck
Thought the same thing when I first saw the headline, haha. :)
low rated
Mark Hill ?doesnt sound polish , is he even competent?
Okay, guys, this is definitely an interesting subject and it has always been a dark one, but my understanding of English as a listener is still a problem. Could someone who listened to me be kind enough to summarize what are the parameters used by the GOG curatorship?
high rated
avatar
Patias: Okay, guys, this is definitely an interesting subject and it has always been a dark one, but my understanding of English as a listener is still a problem. Could someone who listened to me be kind enough to summarize what are the parameters used by the GOG curatorship?
I have started writing down a transcription of the most relevant segments. I covered about one third but I won't be able to go back to it for at least a few days, so if someone else wants to continue they're more than welcome. I don't know if they had already finished talking about curation (the next question was how a developer benefits from working with GOG).

The interview was recorded in June 2020. The interviewee is Mark Hamill, who works business development at GOG's American delegation. He speaks really fast so there were a couple of words I'm not sure I caught right (they're noted with question marks).

Without further ado...

On curation

"Curation is extremely important for us. Every game that we launch on GOG we play internally, we go through an internal review process. We all read the reviews, we check out all the info that we know about the game and we make a decision on whether we think it’s good for the platform. There are a lot of factors involved in that, including quality, including genre, including fit. But the main thing is fit within our platform, though. It’s not always just about quality, it’s not always just about shininess of the game or, you know, the marketing of the game. We really feel that it’s important for us to release games that our customers will appreciate."

"Every single game on GOG is on a dartboard. Someone can throw a dart at that dartboard and no matter what game it lands on, it could be considered a good game, a game that they would actually like, a game that they would feel that they would get value from buying. So that’s my personal mission and I think the company shares that."

Is there a checklist?

"There’s definitely no boxes to be checked. But it’s also not gut feeling. We’re actually trying and giving really objective reviews. We have some specialists in the company that have volunteered as our reviewers. We as the business development team often play the games also. And so we do have sort of a review, I guess for the lack of a better word, template, that we use. But that’s mostly just to keep the reviews objective and look at all the games in the store in equal play field. So we don’t apply one set of rules to one game and another set of rules to another game. And also make it so that we have a full understanding of what the game is and we can make a good… an effective determination of whether we think it’s gonna be a good fit. Because if it’s not gonna be a good fit… The game is like really high quality or might be really good for a certain audience, we recognize that GOG customers… We don’t wanna waste anybody’s time. Specially the publishers’ and the developers’. So we know that there is a game that could be considered a good game, we know that it’s just not gonna be a fit for the GOG audience, we don’t wanna block their time, or we don’t wanna hoard their time that they could use effectively for their Steam launch, or their Switch launch, for example. Often we review games that are made primarily for Switch, and they’re legitimately good games, but maybe not right for a hardcore PC gaming audience, like GOG. So a little bit of gut, a little bit of… a lot of objectivity, but a lot of time spent on each one. It’s never just like, you know, yes, no, yes, no, no, no, yes, yes, yes. We really put a lot of care (?) into it."

Any dealbreakers?

"We don’t right now support any games that are purely online. And that’s where DRM-free mostly comes into play. Because if you have to have an Internet connection and you always have to be logged in, then you’re not really getting the real ownership experience that we are trying to create. I’ve had some developers tell me that that doesn’t make sense in the current climate for anyone who plays online games, if that makes sense for us. But it’s important for us to maintain our identity and to maintain our ethics, so that we are not just one of the many other game distribution platforms that come and go. We don’t sell just keys for other platforms, we have our own distribution, we have our own platform, we have our own optional app, we have our own look and our own style, and we think that’s how we’ve been able to thrive and grow over the last 8 to 10 years. We’ve done it the way that we would want it to be done because we’re all gamers too."

"So when we look at games, the things that we don’t… the things that we can pretty easily say are not right for GOG, are games that are built obviously for mobile platforms. There are some game development engines that make it easy to port games from mobile to PC or something like that, but it’s clearly that it was made for a different platform. We can usually say that those are not right for GOG. And it’s less about what we don’t want and more about what we do look for. We look for games that really service hardcore PC gamers. That includes lots of RPGs, games with lot of depth, games with lot of care put into them. We look for more on the positive side, more than, you know, trying to get rid of things that we don’t want. We want to give everything an equal share, but you know, we’re cognizant of everyone’s time."

"Local multiplayer games are fine. As long as the game is playable in some fashion offline. So if it forces you to be online or if it forces you to log in or have an account just to play any part of the game, then that’s something that we’re not into. But if there’s a single player mode that can be played offline, then we’re totally fine with that. And we just want to make sure that people are getting the experience and the value that we have duty (?) promised them, so that’s important to us."
avatar
Patias: Okay, guys, this is definitely an interesting subject and it has always been a dark one, but my understanding of English as a listener is still a problem. Could someone who listened to me be kind enough to summarize what are the parameters used by the GOG curatorship?
avatar
ConsulCaesar: I have started writing down a transcription of the most relevant segments. I covered about one third but I won't be able to go back to it for at least a few days, so if someone else wants to continue they're more than welcome. I don't know if they had already finished talking about curation (the next question was how a developer benefits from working with GOG).

The interview was recorded in June 2020. The interviewee is Mark Hamill, who works business development at GOG's American delegation. He speaks really fast so there were a couple of words I'm not sure I caught right (they're noted with question marks).

Without further ado...

On curation

"Curation is extremely important for us. Every game that we launch on GOG we play internally, we go through an internal review process. We all read the reviews, we check out all the info that we know about the game and we make a decision on whether we think it’s good for the platform. There are a lot of factors involved in that, including quality, including genre, including fit. But the main thing is fit within our platform, though. It’s not always just about quality, it’s not always just about shininess of the game or, you know, the marketing of the game. We really feel that it’s important for us to release games that our customers will appreciate."

"Every single game on GOG is on a dartboard. Someone can throw a dart at that dartboard and no matter what game it lands on, it could be considered a good game, a game that they would actually like, a game that they would feel that they would get value from buying. So that’s my personal mission and I think the company shares that."

Is there a checklist?

"There’s definitely no boxes to be checked. But it’s also not gut feeling. We’re actually trying and giving really objective reviews. We have some specialists in the company that have volunteered as our reviewers. We as the business development team often play the games also. And so we do have sort of a review, I guess for the lack of a better word, template, that we use. But that’s mostly just to keep the reviews objective and look at all the games in the store in equal play field. So we don’t apply one set of rules to one game and another set of rules to another game. And also make it so that we have a full understanding of what the game is and we can make a good… an effective determination of whether we think it’s gonna be a good fit. Because if it’s not gonna be a good fit… The game is like really high quality or might be really good for a certain audience, we recognize that GOG customers… We don’t wanna waste anybody’s time. Specially the publishers’ and the developers’. So we know that there is a game that could be considered a good game, we know that it’s just not gonna be a fit for the GOG audience, we don’t wanna block their time, or we don’t wanna hoard their time that they could use effectively for their Steam launch, or their Switch launch, for example. Often we review games that are made primarily for Switch, and they’re legitimately good games, but maybe not right for a hardcore PC gaming audience, like GOG. So a little bit of gut, a little bit of… a lot of objectivity, but a lot of time spent on each one. It’s never just like, you know, yes, no, yes, no, no, no, yes, yes, yes. We really put a lot of care (?) into it."

Any dealbreakers?

"We don’t right now support any games that are purely online. And that’s where DRM-free mostly comes into play. Because if you have to have an Internet connection and you always have to be logged in, then you’re not really getting the real ownership experience that we are trying to create. I’ve had some developers tell me that that doesn’t make sense in the current climate for anyone who plays online games, if that makes sense for us. But it’s important for us to maintain our identity and to maintain our ethics, so that we are not just one of the many other game distribution platforms that come and go. We don’t sell just keys for other platforms, we have our own distribution, we have our own platform, we have our own optional app, we have our own look and our own style, and we think that’s how we’ve been able to thrive and grow over the last 8 to 10 years. We’ve done it the way that we would want it to be done because we’re all gamers too."

"So when we look at games, the things that we don’t… the things that we can pretty easily say are not right for GOG, are games that are built obviously for mobile platforms. There are some game development engines that make it easy to port games from mobile to PC or something like that, but it’s clearly that it was made for a different platform. We can usually say that those are not right for GOG. And it’s less about what we don’t want and more about what we do look for. We look for games that really service hardcore PC gamers. That includes lots of RPGs, games with lot of depth, games with lot of care put into them. We look for more on the positive side, more than, you know, trying to get rid of things that we don’t want. We want to give everything an equal share, but you know, we’re cognizant of everyone’s time."

"Local multiplayer games are fine. As long as the game is playable in some fashion offline. So if it forces you to be online or if it forces you to log in or have an account just to play any part of the game, then that’s something that we’re not into. But if there’s a single player mode that can be played offline, then we’re totally fine with that. And we just want to make sure that people are getting the experience and the value that we have duty (?) promised them, so that’s important to us."
Thank you so much, bro!
high rated
avatar
Patias: Thank you so much, bro!
I managed to work on the rest of the podcast. Here's my transcription of the segments related to curation and publishing a game on GOG (I skipped some parts about other topics, such as how Galaxy works):

How a developer benefits from working with GOG

"That’s a great question, that’s actually the main question that the developers and publishers ask us when we approach them to bring the game to GOG. And the answer is that we offer exposure to customers that they otherwise might not be able to reach, by a Steam-only approach. For example, there are gamers, hardcore PC gamers, that are basically like GOG or nothing. They love what we do, they love our approach to games, they love our curation, so they are hardcore GOG supporters. So if the game launches on any other platform, it’s mostly non-existent to them. Now, is that like double the amount of players there are on Steam? Of course not. But it isn’t the amount of people. But more importantly than that, we emphasize the global reach of our platform, and a very multinational approach to distribution. We have specialists in all the major region, we have localized the platform into the major languages, we have deep access to non-English speaking European countries, including media outlets in those countries, including streamers, influencers… We have people who work specifically with those promotional opportunities in those non-English speaking regions to promote those games outside of just English-speaking America or English-speaking Europe. And that’s really important, but the aspect that makes that so important is that, when we do this, when we promote the games that we release, we don’t just do it just for the GOG version of the game. We try and represent the game for what the game is. We’re not trying to sell more copies on GOG, we’re trying to expose the game to a bigger audience, to get more people interested in it. So, let’s say for example, Poland, we have a Polish team. Of course it’s their market. We approach media outlets, and streamers and influencers there who play the game, who review the game. We do it in their local language, we do it from a local perspective in their time zone, it’s all very important to them, and we just want them to play it, we want them to enjoy it and promote it, say good things about it. That helps not only the GOG version, but it helps the Steam version, it helps the Epic Store version, it helps the game globally, even if we’re launching on consoles or Switch or anything else at the same time. It helps the game globally. And because we’re a curated platform, because we don’t release everything, because we’re not open to releasing any game, we want to make sure that the games that we do release, we give them their full care that they deserve also. Because we want them to succeed. We basically selected these games, or approved these games, whatever the case is, for GOG release, so we don’t want to just sell it and forget it. We want to actively help them succeed. So that’s why these things are important for us, and that’s why… That’s what I think people get… That’s what I think developers and publishers get from releasing on GOG. They get more support, more promotional support, more… even QA support sometimes for their game. We find things when we play the game before release that sometimes they don’t know about, or sometimes they haven’t had time in the case of a lot of indie developers to really dive deeply into it. So we want to be true partners with them, as opposed to just sort of a blind distribution platform."

On exclusives

"We do not seek exclusives at all. We don’t think that exclusives are really helpful to gamers. Maybe the term “anti-gamer” is too aggressive, but… exclusives, I don’t think really help anybody. Now, this landscape might be changing a little bit. Gamers’ perception of exclusivity might be changing a little bit. But we’re moving into an era where the platform itself matters less and less. So many things are closs-platform, so many things are playable on so many different devices, that I think it is a mistake to lock your game down to a specific platform. Unless you get a deal from someone that is so good, it’s so valuable that it willl really, really, help you."

"From my perspective, I see the PC as its own console. And if you’re dividing it, that console being further divided up, for the most part doesn’t really help anybody. So people wanna play their game and they’ve chosen PC as their gaming platform of choice, I think that it’s best to make your game available to as many people as you possibly can. So that’s we I always advocate for a multi-store day 1 release. Specially for indies, because a lot of indie developers talk about exposure, about discoverability issues, with platforms that are more open, where they’re releasing a lot of games. That’s why I believe that, for a PC launch strategy, it’s so important to release your game on as many platforms as you can on day 1. Because discoverability can be a huge issue, specially for indie games. If you’re not a big AAA game, discoverability can be really, really difficult. So it’s important to get your game in front of as many people as you can, and that can include a Steam launch, GOG launch, and other stores launches as well, Humble launch, Epic… There’s a lot of opportunities out there and, unless, as we said earlier, unless you get some deal that you can’t refuse, it’s really important to put in the extra time and effort to do a multi-store launch. I’ve heard some strategies of publishers and developers… want to stagger their store launches, so they get sort of a bouncing ball of promotion over the course of a couple of weeks, or a couple of months, or whatever. I believe often that’s a mistake, because you get one shot at your launch. And that even includes early access sometimes. And the more you can do to raise awareness of your game in that one big shot that you have, get as many eyeballs on the game as you can, that’s gonna do much more for you than jumping from store to store over time."

"Of course, everybody’s limited. Everybody’s limited by time, by effort, by manpower… Totally understandable. But it is important to pick a couple, if you’re not a exclusive somewhere, pick a couple of stores, Steam, GOG, whatever else, maybe just those two, and launch those at the same time."

On early access

"It was born out of the rise of free-to-play MMOs and online games. And of course developers wanted to get their games out there early so they can start making gameplay tweaks, balance tweaks, even see early signs of, you know, monetization, user flows into the game, and it’s all super fair. But at some point it got skewed for some people a little bit, where they started to consider that they could do an early access launch, and then do a 1.0 launch later, and get basically two big launches. That is wrong. That is always wrong. You cannot do both. You can barely do the one where you get good reviews and good marketing at early access, and that’s only if you have like a high profile, if you have something special, but to think that you can get two is a huge mistake."

"On GOG we have, our program is called “Games In Development”, and we use very similar and sometimes even more strict, often more strict curation policies towards “Games In Development” games, because again, we need to be able to say that we know that this is a good game, and how can we say it’s a good game if it’s not done? We don’t want to put our customers in a position where they buy a “Games In Development” game that actually never gets done, and we all have experience with games that just, like, linger in early access for years and years. And most likely will never come out of early access, because for some people, they use it as a sort of a shield, for why things aren’t done or whatever. That’s not good for anybody."

"So we do have our “Games In Development” on GOG, but you know, we don’t push it too hard, but we want to be able to support developers. You have to have a reason for it. Like, we need a couple hundred, we need a couple thousand players in this game for balance tweaks, to see if anyone else actually thinks it’s fun, then yes, do it. But don’t believe that your early access is gonna be a good launch and your 1.0 is gonna be a big launch."

On getting coverage

"You really got to be something really, really special to get ongoing coverage. And there’s so many games now. There’s so much content. And there’s a limited number of super influential, editorial websites, like, view game websites, magazines. And a lot of influencers, they’re driven by traffic to them, and so there are many influencers that will, but many won’t play or cover new games they don’t know, because that’s not what their audience is into. Their audience want to see them play whatever game that they found them for. So it’s hard to get coverage, and that’s one of the main reasons I say… That’s why I think that you should strive to get your game in front of as many eyeballs as you can, because no longer are the days of somebody going to their favorite video game website, reading a good review of that previously unknown game, clicking through it to the store and then buying it. People buy games now based off social pressure… Pressure is not a good word, but you know what I mean. Like, their friends playing the game, or they see a pop-up on..."

"Influence, that’s it. It’s more social influence than editorial review-driven ever. And it’s though. Because there are so many games, all competing for a small amount of promotional opportunity."


[Went over the character limit, more to come]
Post edited January 17, 2021 by ConsulCaesar
high rated
Key reselling

"I think the biggest challenge facing PC game distribution is reselling keys… Key reselling, key resellers, grey market. Key resellers are a big problem. It’s the new piracy. It’s actually more damaging than piracy in many, many ways. We’ve seen big batches of keys get up on websites and get sold for super cheap, which not only undervalues or tries (?) the value of the game down, but the developer or publisher of that game doesn’t see any part of that, at all. They’re not getting any benefit for whatsoever. And that’s really tough. And a lot of people take responsibility, a lot of people have responsibility in that. Stores have responsibility to keep their keys secure, or to have a system where they don’t put their distribution partners in that position at all. Actual publishers and developers of the game have some responsibility to make sure that their keys are also secured, that they’re not giving them out in batches to big people. But sometimes developers don’t have control over that. Sometimes there could be developers out there that… You know, they didn’t generate ten thousand keys that fell onto the wrong hands or something. They weren’t driving the truck that the box of games fell out of the back off and all of a sudden all these keys show up on these grey market sites. It’s not their fault! They have to trust the stores! And it’s unfortunate when that trust in lost."

"So, on GOG we take great efforts to reduce the amount of keys that are in the wild, that end up in the wild. We don’t do big key mass emailings to anybody. We prefer what we call direct entitlement, which is… There is actually no keys, or any key distribution happens on the back end, so when somebody gets access to the game, we directly entitle it to them, instead of sending them a key and having them redeem it, just to keep keys out of people’s hands… Not keep keys out of people’s hands, but keep them in the right hands, for who they’re intended for."

"GOG is part of the CD Projekt group. We have the developer CD Projekt Red, makers of The Witcher and Gwent, Thronebreaker and Cyberpunk. And, you know, we’ve seen keys, we’ve seen Witcher 3 keys pop up on some grey market sites, and we didn’t put them there. We don’t want them there. We don’t know how they got there, we’re not getting any benefit from that. So it affects everybody, all the way to AAA, down to single I (?), and it’s a big issue. And it can be hurtful. And luckily, like there’s some people that got a bad (???) for it, like the developers of the game Factorio recently sort of had a victory against a key reseller, which I think is good. Which I think sheds some light on a issue that maybe a lot of people aren’t necessarily seeing."

"The hard part is, these are legitime opportunities. Like some countries, selling your game in… You know, you want to sell your game in, say Turkey, for example, and maybe the best way to do it is for a local key reseller that gets fans there, that gets sales there, and people are happy to have the game there, maybe there’s no other way to really do it. But there’s still a little bit of danger involved, and that’s not cool. And then I don’t think it’s fair to blame the customer, like if they see a key for a game on a website that they perceive as legit, and it’s cheap, like... I don’t know, I can’t blame a customer for going for the most price effective option. So can’t blame them. But it’s difficult, I mean, I think as time goes on, we’ll figure that out as it affects more people, as more get shined on it, it’ll be… Hopefully start fixing soon."

Time

"As far as other challenges that we see (…), it’s time, the time challenge it takes and the time restraints that some developers have to release their game on multiple platforms. You know, people are up against a date, specially if there’s a hard date that they have… some date that they’re gonna launch on a console that’s pretty immovable. Maybe they don’t have the bandwidth to release on another third-party platform."

Submitting a game to GOG

"There are a couple of ways. First, the business development team at GOG tries to stay on top of what’s coming and what’s new as much as possible, so that we can approach people effectively and ask them if they’re interested in GOG, ask them what their plans are and see if maybe GOG can become part of their launch plans. What we’re trying to do on GOG is take as much effort, take as much strain as we possibly can off of the developer to launch their game on GOG. For example, you mention product pages. We take that responsibility at GOG. When we sign off with a partner, we just ask them to send us a pack of art assets. Could be like, big high-res layer PSD files, key art, trailers. (…) You know the importance of having a good press pack ready to go that you could just send to someone that is full of art assets. You take the stuff, it’s all pre-approved, use it."

"Imagine if I came to you, and say hey, [you have] this game coming. I can say to you, look just send me a build of the game, just a white-labelled build of the game, and your press pack, and then in a week or so I’ll send you back a mockup of the store page for your approval. You’re gonna say like: “hey, use this other logo, tweak this language or whatever”, but it’s basically all done for you. And in that meantime, you can spend the rest of your time and effort setting up the Steam page, or setting up whatever other platform you have. But we want to be able to say, look, we can give you further exposure, further PR on places that you would otherwise have difficulty reaching, and we can do all of this for little effort, for as little effort as possible. Now, realistically there will always be effort on your side. It’s never going to be 100% effort-free to launch on GOG or any other platform, but we recognize that time is the most valuable thing, especially in the months and weeks and days leading up to a launch, so we want to make sure that our partners are comfortable with the amount of effort that is gonna take them to launch on GOG. So we take on as much responsibility as we can."

[Note: they never mentioned the second way.]
avatar
ConsulCaesar:
Thank you for all the effort you put into this.
avatar
ConsulCaesar: Key reselling

"I think the biggest challenge facing PC game distribution is reselling keys… Key reselling, key resellers, grey market. Key resellers are a big problem. It’s the new piracy. It’s actually more damaging than piracy in many, many ways. We’ve seen big batches of keys get up on websites and get sold for super cheap, which not only undervalues or tries (?) the value of the game down, but the developer or publisher of that game doesn’t see any part of that, at all. They’re not getting any benefit for whatsoever. And that’s really tough. And a lot of people take responsibility, a lot of people have responsibility in that. Stores have responsibility to keep their keys secure, or to have a system where they don’t put their distribution partners in that position at all. Actual publishers and developers of the game have some responsibility to make sure that their keys are also secured, that they’re not giving them out in batches to big people. But sometimes developers don’t have control over that. Sometimes there could be developers out there that… You know, they didn’t generate ten thousand keys that fell onto the wrong hands or something. They weren’t driving the truck that the box of games fell out of the back off and all of a sudden all these keys show up on these grey market sites. It’s not their fault! They have to trust the stores! And it’s unfortunate when that trust in lost."

"So, on GOG we take great efforts to reduce the amount of keys that are in the wild, that end up in the wild. We don’t do big key mass emailings to anybody. We prefer what we call direct entitlement, which is… There is actually no keys, or any key distribution happens on the back end, so when somebody gets access to the game, we directly entitle it to them, instead of sending them a key and having them redeem it, just to keep keys out of people’s hands… Not keep keys out of people’s hands, but keep them in the right hands, for who they’re intended for."

"GOG is part of the CD Projekt group. We have the developer CD Projekt Red, makers of The Witcher and Gwent, Thronebreaker and Cyberpunk. And, you know, we’ve seen keys, we’ve seen Witcher 3 keys pop up on some grey market sites, and we didn’t put them there. We don’t want them there. We don’t know how they got there, we’re not getting any benefit from that. So it affects everybody, all the way to AAA, down to single I (?), and it’s a big issue. And it can be hurtful. And luckily, like there’s some people that got a bad (???) for it, like the developers of the game Factorio recently sort of had a victory against a key reseller, which I think is good. Which I think sheds some light on a issue that maybe a lot of people aren’t necessarily seeing."

"The hard part is, these are legitime opportunities. Like some countries, selling your game in… You know, you want to sell your game in, say Turkey, for example, and maybe the best way to do it is for a local key reseller that gets fans there, that gets sales there, and people are happy to have the game there, maybe there’s no other way to really do it. But there’s still a little bit of danger involved, and that’s not cool. And then I don’t think it’s fair to blame the customer, like if they see a key for a game on a website that they perceive as legit, and it’s cheap, like... I don’t know, I can’t blame a customer for going for the most price effective option. So can’t blame them. But it’s difficult, I mean, I think as time goes on, we’ll figure that out as it affects more people, as more get shined on it, it’ll be… Hopefully start fixing soon."

Time

"As far as other challenges that we see (…), it’s time, the time challenge it takes and the time restraints that some developers have to release their game on multiple platforms. You know, people are up against a date, specially if there’s a hard date that they have… some date that they’re gonna launch on a console that’s pretty immovable. Maybe they don’t have the bandwidth to release on another third-party platform."

Submitting a game to GOG

"There are a couple of ways. First, the business development team at GOG tries to stay on top of what’s coming and what’s new as much as possible, so that we can approach people effectively and ask them if they’re interested in GOG, ask them what their plans are and see if maybe GOG can become part of their launch plans. What we’re trying to do on GOG is take as much effort, take as much strain as we possibly can off of the developer to launch their game on GOG. For example, you mention product pages. We take that responsibility at GOG. When we sign off with a partner, we just ask them to send us a pack of art assets. Could be like, big high-res layer PSD files, key art, trailers. (…) You know the importance of having a good press pack ready to go that you could just send to someone that is full of art assets. You take the stuff, it’s all pre-approved, use it."

"Imagine if I came to you, and say hey, [you have] this game coming. I can say to you, look just send me a build of the game, just a white-labelled build of the game, and your press pack, and then in a week or so I’ll send you back a mockup of the store page for your approval. You’re gonna say like: “hey, use this other logo, tweak this language or whatever”, but it’s basically all done for you. And in that meantime, you can spend the rest of your time and effort setting up the Steam page, or setting up whatever other platform you have. But we want to be able to say, look, we can give you further exposure, further PR on places that you would otherwise have difficulty reaching, and we can do all of this for little effort, for as little effort as possible. Now, realistically there will always be effort on your side. It’s never going to be 100% effort-free to launch on GOG or any other platform, but we recognize that time is the most valuable thing, especially in the months and weeks and days leading up to a launch, so we want to make sure that our partners are comfortable with the amount of effort that is gonna take them to launch on GOG. So we take on as much responsibility as we can."

[Note: they never mentioned the second way.]
Thank you very much for your patience and time. I am so gratefull.
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ConsulCaesar: ...
Amazing work, thanks!
Here's a Polish language interview with GOG's Global Communications Manager Joanna Buganik:
https://gry.interia.pl/wideo/video,vId,3155992
Post edited November 05, 2021 by SCPM
https://screenrant.com/maciej-gobiewski-interview-gog-drm-free/
The current issue of Retro Gamer has a 6-page profile on GOG:
https://twitter.com/RetroGamer_Mag/status/1595734068108615680