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Swedrami: "Marcin Paczyński: We're actually working right now on a couple of games from that platform (Neo Geo) and we're also using an open source emulator for that, meaning that we're creating our own version based on that technology."
This is the type of news I like to see. Resources going to game preservation rather than to Galaxy.
Bartosz Kwietniewski&Marcin Paczyński on the evolution of GOG | Deep Dive

"In this special Deep Dive bonus interview, Nightdive's Locke Vincent and Larry Kuperman sit down with Bartosz Kwietniewski (Head of Business Development) and Marcin Paczyński (Senior Business Development Manager) at GOG.com to explore Nightdive's relationship with GOG, how GOG has grown and evolved over the years, the importance of game preservation, and more!"

0:00 - Intro
2:03 - Nightdive Studios origin story
4:50 - GOG is more than just a storefront
8:14 - Preservation with no source code
9:48 - Why is it important to keep games DRM-free?
13:57 - Was it hard to convince big publishers to use GOG?
15:37 - System Shock 2 - the Mount Everest of games
17:25 - Success comes through friendships and help
19:16 - Advice for people trying to release a game
21:10 - How to submit your game
21:52 - Encouragement for new developers
23:56 - How to find those 'White Whale' games
26:35 - Why GOG Galaxy is the best way to view your collection
29:30 - Final thoughts and shoutouts
Post edited April 29, 2025 by Swedrami
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"Larry Kuperman: ...Nightdive is planning on adding 5 titles over the next several months onto GOG.com, so be prepared for that."
Interview with GRYOnline.pl at this year's Digital Dragons conference.

In Polski, but the auto-generated captions in your preferred choice of tongue should be sufficient to get the gist/most of it.
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."

[...]

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.

[...]

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.

[...]

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.

[...]

Paczyński said GOG is looking at methods for preserving classic mods.

[...]

Paczyński sees game preservation as a commercial process—one that benefits GOG, publishers, and the nonprofit archival community alike."
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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."

[...]

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.

[...]

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.

[...]

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.

[...]

Paczyński said GOG is looking at methods for preserving classic mods.

[...]

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.
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Cavalary: 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.
Are they sure about that? I've seen a few games where a patch applied to the GOG version gets subsequently applied to other stores versions (by the developer who in many cases has figured out dropping one of the 7x other available community DirectX wrappers (cncDDraw, D3D8to9, D8VK, DDrawCompat, dgVoodoo2, DVKX, VXD3D), etc, that do exactly the same thing as GOG's "unique" custom one is often a simple 5-10 minute job than anything requiring hundreds of hours of work. Same reason why many of us are playing various old DirectDraw / DirectX5-7 CD-ROM games not sold on GOG, eg, Diablo 2, No One Lives Forever, Age of Empires 1-2, Freelancer, etc, just fine with same non-unique wrapper fixes. Same story with source-ports, eg, DOSBox & ScummVM are definitely pre-included "elsewhere", and both predate even Steam so they're hardly 'exclusive' to any one store...

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Cavalary: "There is no way in heaven that Steam will spend resources of fixing other people's games," he said.
I don't particularly like Steam, and I know anything outside the Windows bubble flies under GOG's radar, but isn't the above exactly what Proton is all about?...

I love what GOG are doing but it's probably best to keep "only we have the fixes" claims a bit more honest - a lot of old games do get GOG-style compatibility patches on other platforms. Real-world example - Download the Steam version of System Shock 2, and inside the game folder there's a file named "SS2 community fixes.txt" whose first line reads "This is the full list of all the community fixes that were applied to the GOG/steam build of SS2." The game folder also includes cam_ext.cfg and \OSM\squirrel.osm files (which are config / scripting files specific to the NewDark community patch), and the game is clearly running on a new upgraded DX9 renderer vs the original DX7. And to give credit where it's due, all these NewDark (and predecessors T2Fix / Tafferpatcher) fixes were created by the TTGL (Thief / SS2) community modding forum way back in 2010. That GOG & Steam have been allowed to pre-integrate such fixes is great for the average person, but let's not keep "whitewashing" out the names of the people (community projects) who've actually done 99% of the compatibility patching work there for which middleman digital resellers often then just 'borrow' and monetize...
Post edited June 05, 2025 by AB2012
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Interview with Gaming Bible

"Before I leave the GOG offices, Marcin touches on another positive function of their work. He explains how GOG can take a franchise and become a test bed for publishers, seeing whether there is enough discussion to develop a modern installment. “There are things like that happening right now, but I cannot talk about it,” laughs Marcin, though he does reveal that publishers keep a close eye on how their older games perform on GOG.

“[Publishers] could see the recent comments that people make about these games. They could see if the mechanics are still relevant. They could see how strong the community is. And also talk to them. And then if there's an active, alive community, it's much easier to market [a new game] and sell in an already known franchise."
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Part II, from yesterday.

"Marcin notes, however, that publishers can benefit greatly from taking the risk, and he explains that very recently, a GOG release surprised a publisher so much that they reconsidered the reception of the franchise - though he didn’t want to name names.

“This was last year, for one of our big, big classic releases,” he says. “There was a situation in which the game already had a remaster, and we wanted to release the classic version of it. It was not easy to convince [the publisher] that, ‘hey guys, this game has value.’” The company assumed that because the remaster was already out there, nobody would care. Marcin continues, “We finally released the game on GOG, it was massively covered by the media. The sales were great. The reception absolutely amazing. This caused a shift in the publisher, and this allowed us to open many more doors to projects that we are currently working on to bring more classic games back.”

While Marcin doesn’t want to say who the publisher is, I’d have to think it’s likely Capcom, seeing as they’re one of the bigger publishers GOG has dealt with, and the original releases of early Resident Evil games have done very well on the storefront. Those games, in their original state, evoke a very different emotion in players as remasters and remakes, and nostalgia for those moments is powerful. It’s perhaps key to the business that GOG does."
Post edited June 06, 2025 by Swedrami
Considering that Capcom most of the time displays rather disproportionate sales expectations, the classic Resident Evil re-releases must have done more than decent numbers if "sales were great" and "this caused a shift in the publisher" - good to hear/read.
GOG had a 45-second-long ad for their new mod initiative played during PC Gamer's "PC Gaming Show 2025". (It's different than the somewhat longer ad (3:42) about the same topic that they just posted on their own 'GOG Classics Vault' YouTube channel.)