Timboli: As I said in my previous post, GOG clearly release games here in measured numbers. In other words, only so many at a time. Presumably that is all they can keep up with. It would then be necessary for them to have some kind of priority, which in many cases could only come from curation.
Keeping up with is a matter of having enough workforce and developing the tools and processes that minimize effort per title. This is easy to scale: one employee "keeping up with" a set of game doesn't prevent another from doing the same with a different set of games. Grats, you have found one "embarrassingly parallel" problem which can be solved just by throwing more "cores" at it.
The more titles you have, the cheaper it becomes to develop effective tools (per title); so the more titles you have, the more efficient you become.
We certainly don't want all the crud turning up here, and the majority of that would be DRM-Free. I don't want GOG to be another Itch.io or be the mess that is Steam. While DRM-Free is not the standard for AAA or AA games, it mostly is for Indie Games, and there are an awful lot of them.
"We." Yeah right. I also don't want one-weekend gamejam trash and amateur doodles of similar quality, but a simple entrance fee for the titles that did not pass curation would trivially curtail all of it. Nobody is going to pay 500 bux to get their made-in-three-hours unity game tutorial game hosted. And if for some reason everyone all of a sudden did, then it's easy enough to solve by increasing the fee. Also I don't see GOG wanting to host freebies in general, so that is already cutting out a lot of the crap.
So while I agree in a theoretical sense that only gamers should be curating for themselves, GOG have to deal with the reality of the real world and running a store and making enough profit etc.
LOL. You do realize that there are stores out there that manage to turn out a profit with a catalogue consisting of hundreds of thousands (or millions) of items (including physical items that require complicated logistics and storage, unlike digital media which is dirt cheap to host)?
And do you think itch.io is a charity, hosting 700k products out of the goodness of their heart without making a profit? Lol no.
Generally speaking, more product = more profit unless you're doing something really stupid or found a really good niche. In the case of a platform for hosting digital media, there's a very easy solution: make the publisher who wants use your platform pay for the privilege. Entirely standard model in the hosting business.
As usual, economics of scale apply: cdns and other hosting providers give you better deals the more data & traffic you have, so cost per title goes down as you get more titles.
In the end GOG are somewhat responsible for what turns up at their store. Look what happened with Hitman GOTY. I personally think that was rushed and not curated properly. GOG certainly did a backflip after the backlash, and I bet they don't want that to happen again, so they need to curate more carefully, even from AAA and AA game providers.
So every potential game for GOG needs to be investigated properly. And of course that takes a lot of time.
If you think GOG curates games "more properly" in general, you are very wrong. Their playtesting, if any, must be very brief and basic (they have released literally and 100% reproducibly unfinishable games).
But that's no problem, because GOG engages in a business-to-business relationship with the game's publisher, which means they can negotiate the terms and offload responsibility to the publisher (i.e.: game must be drm free according to the criteria set by GOG, and if it turns out not to be, then that is a breach of contract and GOG's customers are eligible for full refund & the game may be pulled from the store if the problem is not fixed within reasonable time).
Publishers only stand to waste time and money if they try to sneak in DRM-laden games onto a platform that requires them to be DRM-free. So of course there are going to be a few slip-ups where DRM is accidentally left in or there's some misunderstanding/miscommunication about what exactly is considered acceptable with regard to online features. I suspect both GOG and IO interactive together were testing the waters here only to see so much community backlash as to revert the decision. There's no fucking way GOG didn't know what kind of online functionality Hitman had.