Selling The Past: The Work That Goes Into GOG’s Store
"In part two of my interview with GOG, we talked about the challenges behind a store set up to sell both classic and modern games."
Following the reboot of Mortal Kombat, developer Nether Realm studios managed to redeem the long and stagnant franchise with a redesign combat system, story mode and one of the best single player fighting games around on top of its competitive play. And with Injustice Gods Among Us, they are taking a second crack at the DC Universe with a refined combat system, but things aren’t that super in this game.
GOG.com has grown over the years and has helped both old and new gamers appreciate classic games without the worry of DRM. Last time I spoke with them, we talked about the challenge of acquiring classic games to the service. For this followup, I wanted to focus on the running of a digital store that offers new and classic titles.
This week was supposed to be a simple cast with Ken, returning guest Lorson and myself but instead turned into a tangent filled discussion.
Building off of my conversation with Jon Shafer last week, I want to go back to the topic regarding trying to put a value to game design. As not only is this a major issue among both indie and major developers, but it has certainly changed the way that I and just about anyone who buys video games think.