RWarehall: Here's an example...
"Thanks a lot for your submission and your interest in GOG.
We’ve taken a look at Grimoire, it looks like a rich RPG game, with complex combat, deep lore, fun mechanics and simple, yet eye-catching retro graphics.
Unfortunately, however, we feel that the game would not be a good fit for GOG, as we think that it appears to be too niche and a bit too small in scale in terms of production value for our users, which means that we aren’t confident in its release potential on our site.
For these reasons I’m afraid we will have to pass on Grimoire.
If you have any other games in the future that might be a better fit for GOG, please let us know, and hopefully we’ll be able to work together."
lol, this "letter" contradicts EVERYTHING the bizdev girl just said in the video.
From this letter I can conclude
- they probably haven't played the game in question at all
- rejections happen completely arbitrarily, with no transparency as to WHY a game was rejected (2 niche... ok, oldskool RPGs are precisely the kind of niche that gog grew big with, but we'll have to take their word on that. "A bit too small in scale in terms of production value." What does that even mean? Details, pls! Do they think the graphics suck? Is the sound not quite up to scratch? There's nothing to go on here. That's not how constructive criticism works. For constructive criticism to work, you'll have to point out specific flaws. Take Underworld Ascendant for example: A rejection letter could read "The game keeps crashing, there's a ton of bugs and I can't even save my game" Then the developer can go: "Hmmm, ok. Better fix that." But the way the way the Grimoire rejection reads really is no more helpful than writing "lol, UR gaem sux!"
- To add insult to injury, they will list some positive points at the beginning of the letter to lessen the blow of the rejection and make it seem like they gave the game a fair trial. This, again, is completely, transparently hogwash and not helpful at all. How could it be? Again, they never played the game, so they have to rely on what amounts to little more than copypasting ad blurb from the Steam page.
- they can't even copywrite convincingly. "it looks like a rich RPG game, with bla bla bla" IT LOOKS LIKE?!? Really?!??!? I thought you guys were there playing the thing extensively and having company meetings where you discuss the pros and cons of a particular game in minute detail, so you should be able to tell whether it IS a rich RPG game or it isn't. But they're so grossly incompetent and so lacking in basic copywriting skills that they can't even PRETEND to have actually played the game. Then we have rhetorical gaffes like spending a line detailing how a game would be a PERFECT fit for gog, then writing in the next paragraph how it's not a good fit at all and they'll have to pass. lulwut?!?
- now for the most infuriating bit: The part where the dumbass curators can't even have the decency to stand up to their own peabrained decisions and deflect blame to the users instead: "a bit too small in scale in terms of production value
for our users" I sure as shit didn't consent to these cretins speaking on my behalf. You don't want to release a game here, fine. Have the spine to stand up for that decision, maybe even have a valid reason at hand other than "Hurr durr, 2 neech!"
This rejection letter pretty much confirmed every single concern people voiced over gog's "curation" process.
PS: The head of bizdev also says this about their internal review team: "they're all about games, they're also in contact with our community" How so? How are they in contact with the community? When was the last time a blue was in contact with the community about anything other than "No off-topic, pls! Imma have to lock dis thread!"?