mechmouse: It would seriously be in GOG's best interest to have a contract that offers a 12% cut
IF devs promise marketing, day 1 release and version parity.
Yes the figure only work
IF devs adhere to a the day 1 release and support, but thats in their own interest too
Only about 12% of a games sale price comes back the the developer as profit (from what I can find online), that could jump to 30% for Units sold via GOG. making each GOG copy twice as valuable to them than a Steam sale.
According to you, it is a "verifiable fact" that "D:OS2" sold 8% of its copies here on GOG.
"D:OS2" was a "day-1" release...at a time when the EGS wasn't around yet, so EVERY store kept 30% of the revenue.
So - there was no difference between the shops, at that time, in that regard.
And still only 8% of the sales?
Of a "day-1" release?
At the same price?
Doesn't that tell you something?
Btw: where do you take the certainity, that:
1) a reduction of 30% to 12% of the revenue shares, would mean more releases here on GOG?
The requirement for DRM-free wouldn't change, after all.
And for a lot of games that would mean to invest some work/time
(=money) first, to get the game in a GOG-compatible state.
2) more DRM-free releases would somehow draw more customers to GOG?
The DRM-freedom here on GOG is already given since day 1, so shouldn't ALL the customers interested in DRM-free games be here, already?
After 15 years of GOG's existence?
Where do you expect these new gamers, that are interested in DRM-free games, to come from?
Going by your example ("D:OS2") one could assume, only about 8% of the gamers worldwide are interested in DRM-free games
(well, CRPGs).
And those are apparently here, already.
Where do you see the reserves, that would make GOG a bigger player in the game?