Dual offering - existing model pay for games and subscription based.
Like any business GOG must adapt to the market, otherwise it faces a grim future.
GOGs core value is absolutely no DRM. How would they ensure people delete the games when they end their subscription? I doubt developers would agree to the honor system.
Also, I am not aware of a market demand for more DRM.
Is that what Apple thinks, The subscription is the problem? NO Apple the problem is where are the AAA Games? The AAA Makers are on the platform but absolutely no AAA Game. Have a look at switch its is a microconsole with AAA Games.
I'm aware of GOGs core values. If the market leans towards subscription based gaming, GOG will have to follow suit, otherwise their business will suffer. Apple held off subscription music for quite a while, and had to follow the market trends.
Like I mentioned, GOG can still keep selling DRM-less games, but also offer a subscription service.
I'm pretty confident that gaming will go the same way as music - subscription services will become a whole lot more popular.
There actually is a demand - subscription gaming necessitates DRM. Like you inferred, no developers would offer their games to a subscription service without DRM.
I'm aware of GOGs core values. If the market leans towards subscription based gaming, GOG will have to follow suit, otherwise their business will suffer. Apple held off subscription music for quite a while, and had to follow the market trends.
Like I mentioned, GOG can still keep selling DRM-less games, but also offer a subscription service.
I'm pretty confident that gaming will go the same way as music - subscription services will become a whole lot more popular.
There actually is a demand - subscription gaming necessitates DRM. Like you inferred, no developers would offer their games to a subscription service without DRM.
Switch was an example, all I am saying is Gaming is a big market, Google has taken a notice and delivering stadia, Microsoft has xCloud , where are the AAA games on Apple?The switch is also a fairly niche gaming platform whose user base dwarves in comparison to that of the iPhone.
Like it or not, Apple’s most successful product is the iPhone. As such, it make sense that all these new services are aimed at providing more value to existing iPhone users.
Apple Arcade is designed to solve a very simple but real problem. With the App Store flooded with all manner of freemium games, it becomes harder to sift out the good quality content. So Apple is playing the role of tastemaker by helping to aggregate what they deem are quality games, and the subscription model reflects not just the value of the games themselves, but Apple’s role in curating and surfacing this content for its users so they don’t have to.
The way I see it, it’s just not worth Apple’s time and resources to chase after the switch market.
Was just about to jump on this, but...
Wife has a 2009 Macbook - no go.
And a first version Ipad Air - no go.
[/QUOTE
You have incredibly outdated hardware. Save the $5 a month and invest in stuff Apple still supports
There are lots of fun little "weekend " games that look simple but are very challenging with lots of content.
Here are some that I'm currently playing and a mini review
What the Golf : Super charming and fun take on golf. LOADS OF UNIQUE LEVELS TOO
Bleak Sword: Very eery atmospheric, easy to play , hard to master dungeon fighter.
Sayonara Wild Hearts (Apple game of the year): Fast paced, great music, easy to play, hard to master, great art style
Enchanted World: Charming, VERY challenging puzzles
I think once you actually get in and start trying out games you'd find many that you like. Personally all this for $5 per month has already been paying for itself. In 3 months I've been playing 5 games with more on my list to play/try out.
Every game has unique style, charm, difficulty curves, story. Those seem to be the common themes which Im guessing was apples requirement.