skeletonbow: I think "Braid" and "Meridian: Squad 22" are two examples of this in recent memory.
jamyskis: I actually think the release is linked to GOG's efforts to get The Witness on board, which I would assume was likely to have been GOG's bigger focus. My guess was that GOG didn't want Braid here after it being bundled and discounted so much, but JoBlow wouldn't sell The Witness here without it.
That could be the case perhaps, such things are also a part of business negotiations for a store like GOG. You make decisions that you believe are the best for you, and later on you're always free to renegotiate those decisions with yourself based on new information, new opportunities etc. All decisions aren't necessarily final, although I do have to admit that I was a little surprised that Braid wasn't offered here before because it did seem to be incredibly popular. Not that I personally cared much either way, but it was one of the very few indie games that people chastised GOG about for not selling that I thought people might have a leg to stand on. :)
jamyskis: As for Meridian: Squad 22, I'm not entirely sure that what was reported is entirely truthful. Squad 22 came out of Steam Early Access on 11 August, the GOG version came out less than four weeks later. The claims that GOG hadn't got back to them came just a few days before the game went gold. Does someone really want to tell me that contact was made, negotiations were concluded, the DRM-free version went gold, contracts were signed and installers were built and tested in the space of 26 days? Possible, but unlikely. My own experience is that making contact, negotiations and getting the contracts drawn up take at least a month in themselves.
Makes you realise that some devs might not necessarily always tell us the whole truth, and that a rejection might be wholly and solely the fault of the developer's actions.
Yeah, I totally think you are correct on that for multiple reasons. Matters like that ultimately are business matters, and they should be private business matters that are kept that way, not aired on the Internet like a game forum is the game developers personal Facebook status feed to gripe drama about private business negotiations that didn't work out for whatever reasons. The professional thing to do if they're going to communicate publicly about "Why isn't your game on GOG" would IMHO in a situation like that be something like "We would love to sell our game on GOG if we have the opportunity." or "We're investigating the possibility of being able to do that." or some other statement that lets people know they have a desire to do it, but not necessarily the gory details of the status of it or what their emotional feelings about the hows or whys of it all are.
Indie developers in particular are more likely to do this because they put a lot of time and effort into the development of their games often living on a shoestring and struggling financially pouring a huge amount of their lives into their game, so they are deeply emotionally attached to their game and the hopeful success of it, sometimes even to the point of mental instability. Watch "Indie Game the Movie" for a sample of some of that for example. While their game may be an extension of themselves in their own mind and deeply personal - they really need to detach from that when doing business and communicating with customers and potential business partners and treat the business side of their business like a business.
(Read that last sentence picturing Mike Brady saying it out loud to you for a bit of a chuckle.) :)
Oversharing with the public might feel like "being more honest" or "being more open" but that can be an excuse for being a drama queen and unprofessional IMHO. That kind of communication can not only burn bridges, but it can burn future opportunities not only with the same potential partner but also with other people who are watching and seeing the unprofessional behaviour as a sign to "stay away".
Even as a gamer though, when I see devs communicate like that, I see them as emotionally unstable and unprofessional and I'm less likely to trust that they'd treat their customers much differently as well. Usually there is a co-relation. Look at the dev of Fez for example and his public communication track record and behaviour. Too emotionally tied to the game he was developing, too emotionally invested in online comments about it and taking everything people said too personally then having negative public emotional reactions in a big dramafest. Made me want to buy the poor guy a big box of kleenex. :)
Pheace: Definitely not always the case, No Man's Sky being a recent example for instance where there was a whole group of people incapable of playing the game till a patch came out a week later.
jamyskis: Quality control doesn't mean that poor games won't make it through the filter. Goodness knows we have a lot of turds
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Pick up one of Indie Gala's Hump Day, Monday or Friday bundles, or one of Groupees' Greenlight bundles, and you pretty much have a representative cross-section of 95% of what is released on Steam. The remaining 5% consists of the indie titles that do make it to GOG, or AA/AAA titles which don't.
Your post made me consider filing a request for enhancement on the wishlist to get GOG to add a "+100" button to the forums. :) I kind of liked Gothic Forsaken Gods though after playing it for about 6 hours one night I was getting into it. Never finished it yet though so I can't make a final judgment about it. :) So.... maybe +99 instead. :)