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Joined 3 years ago
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Cake day: July 1st, 2023

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  • I think this is missing one other crucial factor in GOG becoming established: they targeted a niche.

    Seems like a lot of people don’t really know this any more, but GOG’s ‘thing’ didn’t used to be a focus on being DRM-free, it was a focus on making old games accessible again.

    GOG used to stand for Good Old Games.

    Until GOG came along, publishers had next to no interest in making their older games available - things like Doom, Monkey Island, System Shock, Star Wars Dark Forces, etc. Hard to believe now, but none of these games used to be available to buy anywhere - if you wanted to play them you had to either own the original discs, find a torrent, or visit a dodgy abandonware site.

    It was GOG who identified that gap in the market and established themselves as the store for legally owning digital copies of these old games for the first time. Steam was actually playing catch up on that front for quite a while, and many old games are still better maintained on GOG than on Steam.


  • We had to read manuals for tutorials, maps, and story exposition. Try releasing a game nowadays that does that and you’re going to get slapped with a 1/10 because people nowadays have less patience than a goldfish.

    I kind of get where you’re coming from but your dismissive framing means it comes across as out of touch, ‘old man yells at clouds’ type stuff.

    The shift has far less to do with patience and more to do with designers getting better at integrating tutorials into the games themselves. Games now are designed to teach you how to play through playing, so reading a manual became unnecessary. That’s not a flaw, that’s an improvement.

    The only reasons this wasn’t done earlier was because the field of UX was still developing, and because cartridges limited how much text could be crammed into the games themselves.

    That said, there are still well-received games that rely on manuals, but it’s now an explicit design or aesthetic choice rather than something everyone has to do to make up for limited tutorialisation. Check out Tunic, Keep Talking and Nobody Explodes, or TIS-100 as examples.

    I’d rather games only include a manual because they wanted to, rather than because they had no choice.