and you can play it the way it’s convenient for you, and not how others want you to use it.
Pheace: With increasing online/multiplayer integration in games, DRM's really only a part of the issue in that regard these days. Publisher/devs are creating their games around keeping control, 'classic' DRM not required.
This. And with GOG even taking part as well. I applaud GOG's efforts to make an
optional client and service which provides many of the things people are used to getting from Steam. I just think they're doing a lousy job when it comes to the
optional part, regarding multiplayer.
Let's use this site's own DRM test against any game that requires Galaxy for its multiplayer, and see whether it looks like DRM:
Lose all access, just like that: DRM Downtime, technical issues, yup. Ownership checks can fail, yup. Just GOG we have to trust to keep things running, instead of <insert publisher, developer, or Steam>,
Backup, copy, use anywhere: DRM I can't take my DRM-free GOG game purchase and go use someone else's multiplayer API; that's just not something that can be owned. If only there were a way to make developers use a portable API, or a shim layer that could implement such a thing...
Access offline: DRM "Don't rely on your internet connection. If not in principle, then for stability and convenience." Yes. Please. Let me play multiplayer on a LAN without needing to verify everything over the internet first. On principle,
and for stability and convenience.
Keep your consumer rights: ??? With games that only implement Galaxy multiplayer, or that require a unique serial key, it's not at all clear what my rights are. Ditto for games that don't include a server-side component for me to run.
Support digital preservation: DRM "By choosing the right sources," - I'm assuming this means GOG - "you know that the content you bought will remain with you" - so long as GOG (and whomever is actually running the server) remains in business and continues to provide the service. I mean, it's nice that they do have some kind of a guarantee, but this isn't any stronger of a guarantee than most publishers/developers offer, and Steam's not disappearing any time soon.
Am I being overly picky? Perhaps so; this is only the multiplayer parts that I'm talking about, while all GOG games get the single-player parts right. I still think it's important, though.
What is my suggestion? Make LAN or peer-to-peer play a requirement for games that are going to have the "Multiplayer Support" tag in the GOG store. You've already provided developers and porters with what is (aimed at being) a drop-in replacement for the Steam multiplayer, achievement and authentication APIs, but with all of those things
relying on your servers, which you also had to provide. Then there's the question of who's actually hosting the game server, but the fix for that is in the post before mine.
Now imagine if you offered a similar drop-in replacement for even just the multiplayer, implemented by a local LAN-only or internet-connected (at the user's option) client program. One which wasn't reliant on any ongoing services from you, so it would match your above criteria for "DRM-FREE". If you wanted to go the extra mile for game developers, you could use client-created certificates to provide an authentication ("you're the same player I saw last time that had all this progress, right?") mechanism their games could rely on.
This way, purchasers of DRM-free games on GOG could choose whether they wanted to use GOG Galaxy and related services for the increased convenience, or download a separate multiplayer shim that would
at the very least provide support for the classic LAN multiplayer on these new Steam-native games that don't offer it even on their current GOG versions.