When CD Projekt made a surprising announcement five years ago to begin selling and re-releasing classic games for contemporary use, no one could have foreseen that Good Old Games would grow to become one of the biggest digital stores for not only classic games, but for modern ones as well.
Today, GOG.com has become a major presence in the Game Industry and I had a chance to talk with them about the challenges that goes into getting these classic games onto the service and the growth behind GOG.
As we’ve talked about, gamers these days are buying more games earlier in their development. Thanks to crowd-funding, someone can play a game while it’s still considered Alpha. But while crowd-funding is a tactic for Indie developers, major developers and publishers have their own way of getting early sales: Pre-order bonuses. And it has become another debated topic in the industry.
If you’ve ever played any difficult video games such as X-Com, Spelunky, Dwarf Fortress and so on, you’ve probably heard the phrase “losing is fun” to describe them. Losing is fun means that the game’s design is meant to be overcome and a challenge to be conquered.
Personally, I hate when people use it as a defense of game design as it is more often than not used as a catch all for any kind of discussion on difficulty and design. Losing is fun can work, but in my opinion there is a very narrow margin of where it is acceptable design.
After being unable to secure a guest this week, Ken and I were planning on talking about the PS4 launch. Unfortunately as it turned out, neither of us really cared that the Ps4 was released.