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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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i_ni: Odd, every game EULA I read states I'm not allowed to reverse engineer. Double standard or something else?
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Plok_HR: EULAs are not legally binding (thankfully).
If only that were true. In the US, they are. We can "thank" Blizzard (long before the merger with Activision even!) for that legal precedent. Parts of the case were removed on appeal, but the general morass remained.

https://en.wikipedia.org/wiki/MDY_Industries,_LLC_v._Blizzard_Entertainment,_Inc.

The same case that totally botched it and called loading a program from disk into memory (aka, the entire way computers work under von Neumann computing) "making a copy", thus violating copyright if the EULA placed restrictions on use. It's disgusting.

1: You violated EULA, which invalidates your license.
2: You load program from disk into memory, creating a copy.
3: GOTCHA! You conducted copyright violation.

Thus is the basis of this case against the maker of a local mod tool.


I'm sure another case will come in due time with different judges and make the EULAs are binding part stick, for good, this time (instead of only sticking for a couple years).
Post edited December 20, 2022 by mqstout
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Plok_HR: EULAs are not legally binding (thankfully).
In EU, definitely not. Not sure about US.

EDIT:
Nevermind, they apparently are in the US. Didn't see the first post on page 2.
Post edited December 20, 2022 by idbeholdME
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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?
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Plok_HR: EULAs are not legally binding (thankfully).
EULAs are very much legally binding. They are a legal contract. To violate the condidtions of a contract creates a Civil Liability that can be pursued through a Civil Lawsuit for damages.

Now, as for reverse engineering, GOG is not the End User, it is the seller/reseller of the product. EULA or End User License Agreement binds the End User to its terms, not the seller or reseller of the product. It can be safely presumed that GOG abides by certain Third-Party Agreements, which would be another legal contract between GOG and the respective owners of the games and other licenses involved. GOG would need special contractual permission to reverse engineer, unless of course GOG buys the rights outright.

For disclosure's sake, I am a non-Lawyer stating known conditions of law, which I have learned through the course of my life. DO NOT take my comments as legal advice.
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GOG.com: For some publishers, releasing their new game without copy protection software still seems to be somewhat risky.
Chickens. Their games will be cracked and proposed to me instead of buying them here. I will not download your cracked games you anxious publishers and you appreciate my approach by publishing games here. Please and thank you!
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GOG.com: 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.
You should tell that to CDPR, they added single player content to their games that cann not be used without Galaxy.

And of course to Voliton, so they let us finally save options.
Post edited December 20, 2022 by neumi5694
How many outdated games are on the store?
How many have been removed due to licensing issues?
How many quality games have you rejected?
How many now have content locked behind an entirely optional client?
Remember when you removed the mission packs from Wolfenstein? or the version of Saints Row 4 that worked on Windows 7/8 from users accounts?

Forgive me if I don't entirely believe your sentiments.
Post edited December 20, 2022 by ReynardFox
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Plok_HR: EULAs are not legally binding (thankfully).
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Zelzious: EULAs are very much legally binding. They are a legal contract. To violate the condidtions of a contract creates a Civil Liability that can be pursued through a Civil Lawsuit for damages.
In 1 country out of 200.

So, for most of the world EULAs are not binding, if they have any legal power at all.

Obviously things listed in EULA are probably noted in national laws, so if EULA says that the product is copyrighted and making copies of it is not allowed, then perhaps it's not a good idea to start sharing that game on torrent or whatever.


But things like EULA saying that you are not allowed to make backup copies can be safely ignored, at least in Europe, because that's allowed by national laws in most countries.

Reverse engineering is a bit more complicated case, as it involves things like software patents and so on, which some countries have, and some others don't. It may also depend on what you are reverse engineering it for. Personal use may be OK, but commercial applications may not be.
This is a charming read and I do appreciate the team members that are passionate about the conservation effort. These people are one of the reasons I'm still sticking around. Reading many user's experiences regarding the status of older games, there seems to be a wrench banging around in the system though. Maybe it's due to being understaffed, plus perhaps marketing/economic endeavors clashing with game tech's love for the work. I suppose it must be frustrating for the latter too. I do hope GOG will be able to prioritize in polishing their titles offered.
Cool editorial, i enjoyed reading it, thanks.
Is this kind of doublespeak news article now to be considered the norm from gog?
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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?
OK, double standard it is.
In a jump to conclusion, the only game you actually own is the one made by yourself. (unless small-font text applied)
Valid criticisms aside, I would really enjoy reading more case studies and stories from the employees doing the work on these games. Surely they must have a ton of great stories regarding securing the rights for games and/or getting games to run.

Many, many stories in fact, I would bet. So even if you are planning to write a book on the topic (which I would buy), I imagine that there are still enough stories left that you could do another whole long article about a few of these, or hey, even a video interview with these employees where they tell stories about these certain games that caused them trouble.
I assumed this would be a marketing fluff piece, but it's actually somewhat informative. (I did skim some of it.) Cheers.

You should promote the Community Wishlist more, should have included a link in the article. https://www.gog.com/wishlist

I recall Dungeon Keeper 2, Carmageddon, and Episode 1 Racer also giving the tech people problems.

I assume officially supporting Interstate '76 on modern Windows is simply out of GOG's hands?
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GOG.com: "how GOG makes games last forever"
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BrianSim: What GOG has been doing is indeed great for classic games over the years. Having said that, in recent years the industry trend has been more like 'how GOG makes games last until they get removed & replaced by yet another Low Effort Remaster'. (cue the "you should have backed them up then" which whilst true also misses the fact it's entirely possible to discover & buy an old game for the first time years after launch / replacement at which point there's no "window of opportunity" to back the originals up...

tl:dr - I'd definitely like to see GOG put their foot down a bit firmer with the "If a classic game gets 'replaced', the option of the original version should remain, even if it's just as an unsupported zip file tucked away in the 'extras' section".
Yeah, there should definitely be a solid and consistent policy about this. That said, for the game I've bought on GOG, GOG *have* kept the original version after significant releases.

For example, there was a recent rerelease and rebranding of Little Big Adventure. If the game wasn't so old, the new version would just be considered to be a patch, with a few minor gameplay changes and quality of life improvements - but since it is a very old game now, changes like that can make the game feel different. In any case, the game has been renamed to "Twinsen's Little Big Adventure Classic" - which is the released version, and there is another entry in the GOG store called "Twinsen's Little Big Adventure Classic - original edition". The naming is pretty confusing... especially given that it was called "Relentless" when I first bought it! But confusing renaming aside, I'm pleased to see that both the rerelease and the original release are available.

(The renaming is because the developers have gotten back together and they intend to relaunch the series. So they've renamed the older ones to have 'classic' in their names.)
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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?
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i_ni: OK, double standard it is.
Absolutely not a double standard.

The IP owners are the only ones who can grant and revoke rights over their property and they of course do it when it will be beneficial to them.
If you reverse engineer their game they get nothing good out of it (and possibly something bad), which is why the EULA forbids you. They do get something out of Gog reverse engineering their game so they have no problem allowing them to do it. You can be sure the contract between both companies doesn't say Gog must stick by the EULA.