> The GOG Preservation Program is our ongoing effort to save classic games from being lost to time. That means working to secure rights, fixing compatibility so they run hassle-free on modern systems, and even rebuilding missing features so the experience is the best you can get, while staying true to the original.
It still baffles me how the "rights" to a game (or any IP) can be a thing when the company has essentially abandoned it. Like take the Resident Evil example FTA: Launched in 1996, 2000-2023 not available (i.e. not for legal sale). I am a bit of an extremist wrt IP laws, but that just seems so crazy to me that we would provide a legal system to "protect" IP that isn't being used and is just being (essentially) hoarded.
That said, my gut feeling says it's mainly about them not willing to invest in it, because they can't see the economic viability. If GoG were to go to the rights holders and say "Hey lad, we have a platform and a lot of experience in reviving older games, you'll get x% of revenue", I'm sure some would be like "ok".
Of course, I'm also sure these rights holders have received offers like that from various parties for a long time now.
There's better examples like No One Lives Forever that have been stuck unavailable for purchase because of rights reasons but RE1 is arguably not that.
There's no good way to even ask "who owns this?" for a piece of IP other than the highly inadequate and risky approach of just pirating it and waiting to see who sues you. But even then DMCA provides all sorts of problems with unauthorized groups claiming to be rightsholder representatives.
But if GOG comes and the restore the "commercial activity" of a game, actively selling, even if no one buys, then you can't say that it was commercially abandoned, and that will postpone of that much that it will be on GOG the legal claim of "having the IP active".
> if there is no commercial activity and the IP violation is not enforced for some many times, it can be considered that you are responsible for this and there was no legal way for the user to be able to use the software.
That's somewhat true for trademarks. If you don't consistently enforce a trademark, then the person you're suing for trademark violation can use that as an argument in court. However, it's not true for copyright (such as someone illegally distributing a game you own).
https://www.gog.com/forum/legor_the_lord_of_the_rings/crashe...
(there are other forum posts about other crashes)
So, when I had some money left over at Christmas, I got a couple of Lego games for my Nintendo Switch instead.
The Resident Evil IP is still alive and kicking though (with the latest installment trailered during the game awards a few weeks ago).
It’s often much more difficult getting to know who has what rights. There is the developer, there is one or more previous publishers (can be different per region in the world), there are investors and sponsoring publishers. And then there are sales, mergers and liquidations after bankruptcy. And no-one really knows (or wants others to know) what rights where are.
Glad they put this into the FAQ, because that was certainly my first thought, although I'm not sure the answer really assuages my concerns.
You have to admit that the combination of "Original founder buys back GOG from CD Projekt" and then "GOG introduces patron tier" soon thereafter does suggest a company in some financial hardship.
Moreover, if somebody is really into these old games, they may want to support it and get access to the behind the scenes material, discord, vote for which games to prioritize etc. I don't think this is very different than eg subscribing to the patreon of a creator to get some extra content.
For a lot of games it's just a matter of configuring dosbox and packaging it, I can't see how that would be very expensive. But for others it's a lot more involved.
Now I can imagine having specific campaigns. Let's say they need $50,000 to release an upgraded port of Shining Force.
Cool, I might be open to pre-ordering it at $25 so they can see if there's enough interest to proceed. But why am I going to literally just donate to a private company. I think the entire world has gone mad, there's not even a real product here. It's not like for that $5 a month they give you a random game or something. They just want money.
I am also happy to buy more old games from GOG than I ever have the time to play, so they already get my money.
Not so sure about this patreon thing though.
Just a vague 20,000 game list which may or may not have games that I am interested in.
Also seems like Patrons should get access to the games that are preserved, at least after some point of contributions (e.g. after $60 were accumulated in donations over a period of time)
I would gladly pay 2x or 3x that amount if I knew I would get access to this game library hassle-free in the future.
Good idea overall, "meh" execution so far.
The FAQ should state explicitly that patron money will only be used for preservation, not put into GOG general revenue, if that is indeed true.
But I saw nowhere in the FAQ explicitly that this subscription money will only be used to the "active act" of preserving other games.
To repeat myself from old threads, it would be awesome to have something like a WindowsBOX, like DOSBox but emulating (probably) Windows 98SE, fully open source. GOG could use that for old Windows games and never have to modify the games themselves. I would be happy to support GOG developing an emulator like that, rather than making old games run on new Windows.
That said, there's also something to be said that if a game is patchable, there is some value in patching it to run directly rather than "need" an emulator.
I've bought Resident Evil twice before guys, I'm not paying £7.99 to get another copy. I get that there's some service provision —maybe even some first party dev work— but patrons should either be the product and these games get released for free, or the price of the game should recoup the hassle of licenses.
What am I missing? It seems like they're trying to double-dip.