It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Survey Results: See what the future of GOG.com holds!

A few weeks ago we asked you to fill out a survey about some of the possible new areas of gaming that GOG.com might move into in the future. We also promised that we’d share the results with you, and they are below. Before we get to that, though, we did want to let you know what these mean to us:

1. We remain committed to bringing you guys the best games from all of gaming history, on both PC and Mac. This means that while we’re exploring ways to bring you new games, we also are committed to bringing classics back to life as well. This year alone has seen Omikron, System Shock 2, the Leisure Suit Larry series, Strike Commander, and even Daikatana!

2. DLC is a controversial issue, but something that has been in gaming—by another name—since the very early days. You guys seem to understand that it’s not possible for us to sign new games with all of their DLC (before it is even made) bundled in, and it looks like you’re willing to either buy DLC or not as you find it interesting. As part of our continual efforts to improve the user experience on GOG.com, we will be looking at new, better ways to present DLC in our catalog as well.

3. Selling episodic content before the “season” is finished is also something we’re looking forward to bringing you in the future, and you seem to agree.

4. Season passes—for both DLC and for episodic content—clearly have a mixed perception here. Season passes—if we do offer them—are something that we’ll approach with deliberation to make sure that we’re confident that the content that is promised will all be delivered.

5. Finally, we have somewhat conflicting information on the persistent multiplayer features; when discussed in a very abstract fashion (as it was in the first survey), it’s a very clear “no.” When mentioned in a specific game that we’ve shown you, it’s an equally clear “yes.” What we’re going to be sure of, going forward, is that we’re very careful that any game that we bring you guys with persistent multiplayer features will be at least as offline-friendly as Planetary Annihilation is.

One of the defining characteristics of GOG.com is that the games that we sell have no DRM; this isn't going to change, and we will continue to evaluate the games that we bring to you to make sure that they're not only great games, but great games that we think will fit in well with how we do business.

<iframe src="http://www.slideshare.net/slideshow/embed_code/19169133?rel=0" width="590" height="472" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" style="border:1px solid #CCC;border-width:1px 1px 0;margin-bottom:5px" allowfullscreen webkitallowfullscreen mozallowfullscreen> </iframe>

Thank you for responding to our surveys in such large numbers. GOG.com would be a mere shadow of itself if it wasn't for its incredible, open, friendly, and active community--that is you!
Post edited April 19, 2013 by G-Doc
avatar
GhostwriterDoF: Could you elaborate more upon this losing of magic, and what you mean in knowing too much behind the scenes?
When you know about level design, the tricks used to make things look the way they do, how the code looks like, what process of thought goes into something etc..
It's like learning about how a magic trick is done, all you can see and think about afterwards is HOW it's done instead of just enjoying the results, you don't go "whoooaa" anymore.
I consider myself lucky to be still able to immerse myself, yet I need to have my mind very empty.
avatar
SPTX: I consider myself lucky to be still able to immerse myself, yet I need to have my mind very empty.
Well, at least you're indeed lucky that it should be pretty easy for you. It appears to be your default estate, from what I've been able to see.
avatar
GhostwriterDoF: Could you elaborate more upon this losing of magic, and what you mean in knowing too much behind the scenes?
avatar
SPTX: When you know about level design, the tricks used to make things look the way they do, how the code looks like, what process of thought goes into something etc..
It's like learning about how a magic trick is done, all you can see and think about afterwards is HOW it's done instead of just enjoying the results, you don't go "whoooaa" anymore.
I consider myself lucky to be still able to immerse myself, yet I need to have my mind very empty.
Well, these sentiments I can understand, even though I don’t agree that people should be protected from understanding design elements. I do agree that knowing about the design specifics can be distracting when playing games that have elements not properly implemented, especially for those of us who have a programming and design or graphic arts background. (Especially if you are keen on efficiency).

I would argue that for many of us, getting our hands on the inner-workings of a game is a powerful immersive magic in itself. Just ask any mod team, among the many modding communities. Not to say that modding isn’t full of frustration and genuinely hair popping out the top of your head moments, much like Game Development.

Gamers are a wealth of all kinds of knowledge about games, if you sift through the plethora of antagonisms, jokes and general community chatter. In generally, they are hardly mindless lemmings, even in a crowd wielding Fondue forks.. Worry not for them, or for yourself, if you too can still be immersed in some Games. ;)
avatar
GhostwriterDoF: Could you elaborate more upon this losing of magic, and what you mean in knowing too much behind the scenes?
avatar
SPTX: When you know about level design, the tricks used to make things look the way they do, how the code looks like, what process of thought goes into something etc..

It's like learning about how a magic trick is done, all you can see and think about afterwards is HOW it's done instead of just enjoying the results, you don't go "whoooaa" anymore.

I consider myself lucky to be still able to immerse myself, yet I need to have my mind very empty.
There are people who actually like it this way. Kind of like there are people who peek at the last page of a book to see how the story ended. And with books, I do, in fact, experience something like this, because I have a bit of understanding of how storytelling works and often subconsciously pick the story apart instead of just enjoying it, sometimes even predicting outcome of the events. Doesn't make me stop reading books though. Getting inside an unfinished game and seeing how it gets upgraded to the final form must feel similar, I think - and it can be very interesting and useful, especially for getting your own ideas about how the experience from playing the game could be made even better.

Now, in regards to bad and flawed games... I also have personal experience with being "protected" from a supposedly bad piece of media, so I'll explain my position, if nobody minds.

Years ago, I happened to watch a particular movie on TV. The movie in question was basically a cheap, unoriginal and generally crappy children's movie that nevertheless had a few rather emotional scenes (including the ending), and for me emotional experience is the key criteria for choosing something to watch/read/play, because that's where I get inspiration for my own stories. So I decided to track down a copy of that movie...

...which, of course, turned out to be nearly impossible, because the movie was crappy, mocked and criticized by just about everyone. Not only was it challenging to find an LD/VHS copy of it (it was from a pre-DVD era) - I couldn't even find it pirated! It literally took me years to obtain it. All because it was crappy and unoriginal.

I'd imagine that somebody who wants a particular game or an extra content pack for a game because they've seen somebody else use it and ended up liking it, but can't buy it because it's generally thought to be unpopular, can feel the same kind of frustration. Nowadays, with all the online reviews, with all the gameplay videos all over YouTube, the chances of a buyer knowing exactly what he/she is going to purchase are pretty high.
Post edited April 26, 2013 by YnK
avatar
amok: you do realise you are working by a definition not shared by the majority? (or everyone else...). It makes all continuing discussion with you more or less pointless as you define the problem is a way that it is impossible to argue with.
anyway, continue, please.
There is official definition, and actual definition: definition can be done by reality, not only by words.
And reality of DLCs is made by editors.
Definitions and reality: Look about democracy, soviets, etc: There is definition, but reality is/was the reverse (there is still no democracy, soviets were killed by bolsheviks).
Post edited May 01, 2013 by ERISS
avatar
amok: you do realise you are working by a definition not shared by the majority? (or everyone else...). It makes all continuing discussion with you more or less pointless as you define the problem is a way that it is impossible to argue with.
anyway, continue, please.
avatar
ERISS: There is official definition, and actual definition: definition can be done by reality, not only by words.
And reality of DLCs is made by editors.
There is definitions used by everyone else which gives a common frame of reference, and then there are definitions used only by you, making all discussions on the topic pointless.
avatar
amok: There is definitions used by everyone else which gives a common frame of reference, and then there are definitions used only by you, making all discussions on the topic pointless.
Let us talk brainwashed, and we'll still be fucked.
About the numbers, you could go at Steam, they are more numerous, more common frame. (yeay, Steam: I deserve a Godwin point)
Post edited May 01, 2013 by ERISS
avatar
amok: There is definitions used by everyone else which gives a common frame of reference, and then there are definitions used only by you, making all discussions on the topic pointless.
avatar
ERISS: Let us talk brainwashed, and we'll still be fucked.
Well, you define DLC's exactly as you want, so therefore I can do the same. I define DLC's as being more than 2 meters long in code (font size 9), contain the word "Spam" somewhere, while changing one colour red on one asset to yellow at some point. If a piece of program do not do this, it is not a DLC.

If you object to this, then you are brainwashed by MacDonalds.

Now, lets discuss DLC's.
avatar
Novotnus: They should not exist but not because migty censors step in. They should not exist because making them requires hurting somebody.
Yeah I know, but you quoted Goethe. Extreme positions demand extreme examples, if only to show how extreme they are. Censors aren't evil, like kitchen knives aren't evil, it's the usage they are put to which can be evil. So, hate the purpose rather than the tool. Sure, censors are like guns and everything tends to go downhill fairly quickly with good intentions and dangerous tools. But it's still a tool, and even a somewhat useful tool. Saying censorship is always evil is pretty out there.
avatar
GhostwriterDoF: Could you elaborate more upon this losing of magic, and what you mean in knowing too much behind the scenes?
avatar
SPTX: When you know about level design, the tricks used to make things look the way they do, how the code looks like, what process of thought goes into something etc..
It's like learning about how a magic trick is done, all you can see and think about afterwards is HOW it's done instead of just enjoying the results, you don't go "whoooaa" anymore.
I consider myself lucky to be still able to immerse myself, yet I need to have my mind very empty.
Get a pack of cards and learn the Aces/Kings/Queens/Jacks self sorting trick. It's really cool, and it's still cool even when you know how it works. Magic doesn't have to stop being magical once you know how it works. The trick goes by various names, Hotel Mangers Problem, Royal Vacation, one of those should get you a result. Or if you're a lost cause, learn how watches are put together. Watching everything working in perfect order is as cool as seeing a trick happen the first time.