Posted April 03, 2022
I am someone who very recently switched to Linux. I was initially worried about the switch since most of my game collection is on GOG, not Steam, so I was worried my games wouldn't run. However, after actually using Linux, I realized most of GOG games actually work after only a little bit of tweaking--its only a little more inconvenient than say, downloading them off of Steam.
At the same time, I'd still like to see a proper Linux client. Right now I am missing what I think is the most valuable feature of the client, which is cloud saves. It disappoints me that there isn't one yet.
I used to think that the reason GOG doesn't make a Linux version of the GOG client is because it would be too difficult relative to the return they would get. However, after thinking more about it, I realized that, in theory at least, a Linux client shouldn't be that difficult. Of course, it's hard to make judgments like that without knowing what their code base is like or how much it would cost them. But if you try break down what a true Linux client needs to accomplish, the obstacles don't seem that insurmountable.
First of all, GOG already has both a Windows AND a Mac version. This implies that the codebase for GOG Galaxy is already portable to a certain extent, so in theory there shouldn't be many roadblocks to making a Linux client. A bare minimum client would only need to accomplish two things--install and manage Linux native games, allow users to download installers for other OSes, and cloud saves. I don't think any of these things would be that difficult--the client just needs to automate the installation of Linux games, and point at the proper save directory (I think save games should be portable between OSes, for the most part) for cloud saves to work.
The extra mile would be to integrate WINE+DXVK+Vkd3d into the client to enable running Windows games on Linux. All of this software is open source, and WINE+DXVK+Vkd3d would be doing all the heavy lifting when it comes to actually running the games. Really all GOG would have to do, as far as I understand it, is to seamlessly create a WINE prefix when installing a game, and make the client launch the game's executable through WINE, and perhaps also provide some options to tweak on a game by game basis. All of this would just be GUI shorthands for what is essentially a few terminal commands. Lutris and Heroic do this already. Put a disclaimer that Windows games aren't guaranteed to work on Linux if you must.
It's possible that some features might not work on Linux through this, like the community stuff or achievements, but honestly I wouldn't care if we didn't get every single feature available in Windows. Call it a alpha version.
It's possible I am missing some sort of complication here, but based on my limited knowledge, none of this is intrinsically difficult. Of course, I am well aware that software projects that seem simple on paper can actually have a lot of complications, but I do think that if even a fraction of GOG Galaxy's features are feasible on Linux, GOG should go for it.
One potential problem is the issue of multiple distros, but these days Flatpak is a thing.
At the same time, I'd still like to see a proper Linux client. Right now I am missing what I think is the most valuable feature of the client, which is cloud saves. It disappoints me that there isn't one yet.
I used to think that the reason GOG doesn't make a Linux version of the GOG client is because it would be too difficult relative to the return they would get. However, after thinking more about it, I realized that, in theory at least, a Linux client shouldn't be that difficult. Of course, it's hard to make judgments like that without knowing what their code base is like or how much it would cost them. But if you try break down what a true Linux client needs to accomplish, the obstacles don't seem that insurmountable.
First of all, GOG already has both a Windows AND a Mac version. This implies that the codebase for GOG Galaxy is already portable to a certain extent, so in theory there shouldn't be many roadblocks to making a Linux client. A bare minimum client would only need to accomplish two things--install and manage Linux native games, allow users to download installers for other OSes, and cloud saves. I don't think any of these things would be that difficult--the client just needs to automate the installation of Linux games, and point at the proper save directory (I think save games should be portable between OSes, for the most part) for cloud saves to work.
The extra mile would be to integrate WINE+DXVK+Vkd3d into the client to enable running Windows games on Linux. All of this software is open source, and WINE+DXVK+Vkd3d would be doing all the heavy lifting when it comes to actually running the games. Really all GOG would have to do, as far as I understand it, is to seamlessly create a WINE prefix when installing a game, and make the client launch the game's executable through WINE, and perhaps also provide some options to tweak on a game by game basis. All of this would just be GUI shorthands for what is essentially a few terminal commands. Lutris and Heroic do this already. Put a disclaimer that Windows games aren't guaranteed to work on Linux if you must.
It's possible that some features might not work on Linux through this, like the community stuff or achievements, but honestly I wouldn't care if we didn't get every single feature available in Windows. Call it a alpha version.
It's possible I am missing some sort of complication here, but based on my limited knowledge, none of this is intrinsically difficult. Of course, I am well aware that software projects that seem simple on paper can actually have a lot of complications, but I do think that if even a fraction of GOG Galaxy's features are feasible on Linux, GOG should go for it.
One potential problem is the issue of multiple distros, but these days Flatpak is a thing.
Post edited April 03, 2022 by Sheershaw