Thank you - and sorry, I didn't mean to come off as antagonistic. I see your point about PC vs console pricing and it's sort of right, but it's more about physical vs digital. Console/PC costs are basically the same, but retail manufacturing costs are the real difference.
Here's some food for thought.
There is a very good reason that console digital and Any PC game that is bound to a distribution system (such as Steam or GoG) should be significantly cheaper than physical console.
If you spend $60 on a physical console game it still has a value, outside of your enjoyment of the game, after purchase. Buy a $60 game, get it home its worth $50, take the shrink wrap off and its worth $40. A few weeks later after you've completed the game its worth $30. 6 months later its worth $20. And so on.
If you spend $60 on any kind of digital game it has zero value, outside of your enjoyment of the game, after purchase. Buy a $60 and the second its bound to your GoG, Steam, Xboxe Live or PSN account it is worthless. You can't resell it. It is why XBox players fought and beat MS over their initial plans to bind games to accounts, it is why digital purchases on consoles still remain the minority.
Digital ownership, is a huge issue for me.
Commercial and consumer software work differently, with consumers being unfairly restricted. If business were forced to use their software via a steam like service, said service would have been sued into oblivion. Imaging not being able to use MS Word while the guy next to you uses Photoshop, just because the software was bought via the same business account. Imagine having to re-buy thousands of dollars of software when you buy or merge with another company because you can't transfer the licenses.
I left Steam because of their insanely unfair usage policies. Why on earth can't my daughter play CIV5 while I play a completely different game.
While GoG does not and cannot force such restrictions of usage, I still have no digital ownership.
I still can't transfer ownership my PC games. I get hit by the proverbial Bus tomorrow and my next of kin have absolutely no right to the thousands of pounds worth of games in my GoG library.
Digital ownership etc is an issue - it's linked to the fact that intellectual property laws are ineffective and just sort of out of place in the modern world. We need a better system but no one seems particularly interested in doing that. And obviously there's literally nothing we can do short of creating our own infrastructure like Blizzard's Battle.net, but that is a solution that is very seriously outside our resources to achieve.
In the meantime, I get it. Regarding retail, as soon as you re-sell that physical copy we don't get a cut of that. So we have to plan for margins at the first point of sale - the second hand market is completely irrelevant to us as developers. I know that sounds harsh/uncaring, but it's simply a fact: we can't make any money from that, so we don't really think about it. And we don't really think about purchases this way - we model based on an average profit based on all sales of the game whether that's digital or retail.
Commercial software licensing also sucks, that much I can tell you. We can't buy software ourselves any more - everything is a subscription model until you get to 50+ people and have the finance to manage enterprise solutions.
Regarding Steam, not much I can do about that. We support GOG to give people choice, but I do think that most people are very happy with Steam. It's easy to look at its flaws but it's still a very, very good system. There's a reason why everyone, including GOG, has emulated the Steam client model. And the main reason is that it's pretty good, actually.
Full disclosure, I really like Galaxy too.