Posted February 20, 2022
![avatar](http://images.gog.com/27a38075b39196b7c723f8e05f687f831432657aed353eb2a8014101f03b855f_avm.jpg)
I do remember it had the odd glitch, but nothing show-stopping.
Found an old screenshot: https://i.redd.it/2d0uosslbkmz.jpg
Can you remember what happened when you selected the "41 game updates" notification in that image? Pretty sure that's the route I took. I don't ever remember having hundreds of games in the queue (come to think of it, adding too many would trigger the glitches, IIRC).
I remember using it until GOG downright refused to fix broken gogdownloader links, then switching to gogrepo.py, which is of course great (especially since I don't primarily use Windows).
I do wish GOG would make the download API public and stable, at a minimum.
Even more pie in the sky, I wish several organisations (e.g. gog, itch, humble) would actively engage with the community (including folks like the playnite devs) to develop a standard open protocol (RFC-style), capable of meeting the needs of various stores (not just the smaller ones), along with an open source reference client (or separate "client" and "downloader", the latter being rather simpler). The end vision would be for any user to use either the client provided by the store they bought the game from (might be the same reference client for some), or any other implementation that the community wrote, or even another store's client (that's interoperability for you).
Is there any need for every store to have its own proprietary protocol and (uniquely buggy or inadequate) client? Organisations often find that they don't miss the "control" afforded by their own implementation when the development and maintenance can be shared, or even left, with others.
There already exist open shared user authentication schemes, so it would be possible for each user to decide whether to use the same identity with one or more stores (e.g. "log in with google", "log in with steam"), or separate identities, in whichever combination.
Note that while I strongly advocate DRM-free games, I wouldn't limit the protocol to DRM-free games only, as a pragmatic principle to get as many organisations on board as possible.
My own first priority is getting my installers backed up (DRM-free or otherwise) using a basic multi-platform downloader (command-line being superior for automation purposes), but I'm not averse to using an OS-specific client to install and play games conveniently, so long as it's optional. Oh, and achievements/multi-player should never be platform-specific (we also need a common API for those, rather than lazy devs directly targeting the Steam API).