Scureuil: There are still XP users here. It declines, but they won't disappears overnight, as long their computer works good enough. Hey, all newest PC games I bought looks great on my Mac with XP...
Fred_DM: i don't deny that but there has to come a point where users of obsolete soft- or hardware are forced to go along with the rest of us, in the interest of compatibility and progress. it's always been that way, with CD-ROMs, with DVDs, with 3D-accelerators, etc.
GoG aren't a huge company. they have limited finances and manpower. both of which should be focused on compatibility on the latest available hard- and software. with Windows 8 around the corner, it would be a joke if they continued to support XP while neglecting W8.
Windows 8 (6.2) isn't here yet, and Windows Vista (6.0) isn't that popular now, so yes, Windows 7 (6.1) should be a priority. The differences aren't that big between theses systems, and they have the biggest market share. Not all GOG library is Seven compatible, but I don't look at it as neglecting. It's probably easier, as a first step, to add XP support at first:
- Win 9X games were only one generation before, and work as already be done for years to identify and solve most incompatibilities between Win9X and Win2000/XP;
- DOS games works with dosbox - so it's mostly configuration with nearly no difference with Vista/7;
- XP games just works - DRM issues aside.
That said, I would really be disappointed if XP support was to be dropped soon. Stopping it would now mean more that just leaving an obsolete OS behind: it would means more dependence for specific Microsoft API, and more fragility to radical OS changes. If a Dosbox game isn't installable on XP, will it be installable in Windows 8? Or Windows 9? Or Windows 10? If the new paradigm in W8 is a failure and MS abandons it, does GOG have the resources to speedily rewrite every installer for W9? Specializing that much is a step away for starting support for others systems - I don't really want to install the latest version of .NET every time I buy a GOGame.
For newer games (post XP), it's of course logical to just provide them for most recent systems, but for older ones, I don't know if GOG can afford to lose XP/MacOS/Linux/BSD users, even if it isn't the majority. Even for Windows users, you can't expect all to have the most recent hardware / software: GOG sells games worldwide, even where internet connexions aren't that reliable and PC don't have the latest CPU & GPU.
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wodmarach: Slightly higher art costs for much lower graphics dev costs (I don't have to pay for someone to do all the pretty effects that need extra coding in DX9 I can just use the DX11 calls) and I ONLY lose 15% of my target audience... but wait my target audience probably isn't that 15% using XP since most of them will be on 64bit OS's add to that I can just use the new Xbox's artwork and don't need lower res versions due to DX9 limitations... yeah screw XP it can take a flying leap hello shiny DX11...
Now look at those 3 games that "tanked" they released early in the OS's life cycle when adoption was around 10% JC2 was still enough of a hit to be profitable and it had a TINY target audience (gamers with the right OS and right GPU class) they sold well to their available market they did not "tank"
It depends of the emphasis of the game: more content or shorter game with slightly better special FX.
Making higher resolution content does cost more, in terms of time, storage, and puts more load on the computer (you needs RAM and CPU/GPU to animate all that).
With multiple textures for each object (color/transparency/bump/normal/specular/etc. maps), it's a lot of data to move around. With higher mesh density more work is needed for modeling just to not look wrong (an high-res table without anything on it won't suffice).
Yes, the devs won't be re-creating pretty effect handled by DirectX 11, but if you really want to upgrade the graphics, it won't be cheap. And is that really cheaper to create a bug-infested new engine for DirectX 11 rather that using a well tested DirectX 9 one?
Vectors models with hidden surfaces, filled surfaces, gouraud shaded models, textured surfaces, bump-mapping, etc. yes it's was cool and impressive evolutions, but I'm hard pressed to see ANY improvement in latest games. For years, it has been the same choice between overly shiny 3d worlds populated with inexpressive clones, or green-brown tainted 3d worlds populated with inexpressive clones, both with distracting effects (Lens flare in a /medieval/ setting? Really?)