Cavalary: GDC interview about the Preservation Program "GOG engineers are working hard behind the scenes to solve compatibility bugs on every game run through the program using a custom DirectX wrapper to ensure a game released for MS-DOS will work on all future versions of Windows by translating the game purely to DirectX instead of Vulkan, the format used by XVK. Using the wrapper also allows GOG engineers to solve compatibility errors by fixing the wrapper itself, instead of making updates game-by-game.
As long as Microsoft maintains support for DirectX, all games that possess the wrapper will be backward compatible. (Mac and Linux support is hopefully on the way).
Developing and maintaining that wrapper costs money, with 15 years of development already invested in its functionality. Paczyński said that it was only early last year that deploying it on a large scale became commercially feasible, thanks to tooling advancements and sufficient revenue through GOG."
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The Preservation Program came to life after the team at GOG had two major assumptions upended. First, they assumed the majority of games sold on GOG were fully compatible with modern machines.
Nope. Only thirty percent were fully up-to-par. Players were purchasing classic games and just not reporting any issues if they ran into a compatibility error.
Second, they assumed the public—and publishers listing games on the platform—knew that GOG was maintaining about 4,000 of the 11,000 games on the marketplace.
Nope. They did market research and found people had zero idea about their hard work. Everyone thought the games it worked on were being maintained by the original developers.
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Publishers have also warmed up to this pitch since GOG doesn't charge any extra money for this maintenance. It's funded by the storefront fees taken from every game purchase. It's not "free," but it's not a service developers have to budget for.
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If a game is sold on Steam and sold on GOG, the version sold on Steam won't have the compatibility improvements made possible by the DirectX wrapper.
It's this process that Paczyński believes makes true preservation possible. "Preservation is not only about you having a physical copy somewhere in the closet. It's about keeping those games available and maintaining them. And because maintenance is a continuous process. It never ends."
With funding for video game preservation already tenuous, GOG's commercial venture is what's making that continuous process possible.
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Paczyński said GOG is looking at methods for preserving classic mods.
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Paczyński sees game preservation as a commercial process—one that benefits GOG, publishers, and the nonprofit archival community alike."
Thank you for sharing. There are many revelations in the text you share.
"fully compatible with modern machines. Nope. Only thirty percent were fully up-to-par."
If that is true and they manage "4,000 of the 11,000 games on the marketplace," why did it take them so long to realize it? And why do they refer to modern machines instead of the latest Windows version? If tomorrow Microsoft decides to move to the Apple silicon architecture, does that imply GOG will be responsible for ensuring all my games run on that architecture? Then let's not worry about quantum computing at all!
By the way, will they ever officially take responsibility for Linux and Mac? For the latter, there is already a precedent of architecture change and as far as I know, they simply haven't done anything.
"GOG was maintaining about 4,000 of the 11,000 games on the marketplace"
Seriously? What legal basis grants them such a privilege? So I can demand the same from Amazon, Google, Apple, and other online stores. That would indeed be a milestone: many apps and games lost over the past 20 years of online shopping due to incompatibilities "with modern machines" for which no one took responsibility.
"If a game is sold on Steam and sold on GOG, the version sold on Steam won't have the compatibility improvements made possible by the DirectX wrapper."
I hope that is the case. Otherwise, they are indirectly working for free for the giant Steam. We'll see.