Chromanin: CDPR released a massive multi million seller game last year that has provided them a huge amount of money.
You do realise most money CDPR earns stays with CDPR to fund the next CDPR game (ie, Witcher 3 money funded Cyberpunk 2077 which in turn will fund their next game) and isn't "GOG's money" to spend on the store?
Chromanin: They have two options here, either invest in new innovations that will attract more customers, or downsize and slim down operations to reduce costs. If you don't want them to do the latter, then GoG needs to innovate.
Who says I "don't want them to do the latter"? To be honest GOG was at its best when it did keep things simple and didn't try and be Steam Junior with a fraction of the money, staff and catalogue size. Reading through the report the issue is "increased Operating Costs". Spending even more on new projects that further fragment the modding community and unnecessarily duplicate Nexus is no solution to that.
Chromanin: I said that they can provide a premium service to customers by providing high quality releases and a mod workshop which has already shown great success on Steam. But catering to a niche market of old games.
Steam users refused to buy GOG games because of lack of Achievements & cloud saves. GOG added the infrastructure via Galaxy. Can you guess what happened next?
It got largely ignored. Why? For the same reason repeatedly explained to you - developers do not want to keep having to go back and recode their games per store, half the GOG customer base using offline installers don't benefit from it, and Steam gamers just continued to use Steam. Modders are no real different. If a modder is so lazy they can only be bothered now to upload to Steam "because it's con-veeee-nient" and can't be bothered with Nexus, they certainly won't be bothered to upload to an even smaller GOG workshop. And if it's made a Galaxy-only feature then half the GOG community using offline installers will continue to use Nexus anyway...
Likewise exactly what does "high quality release of old games" mean vs now? Adding DOSBox & ScummVM to games? NewDark to Thief 1-2? They already do. Games either work or they don't. Most games in general are non-moddable and GOG doesn't have the source code so there's nothing significant to add to most releases. Games that are moddable aren't always desirable by users to be pre-modded by default, so GOG will have to manage both an official GOG modded version plus unmodded version, increasing rather than decreasing their workload. That's completely the wrong direction to go in...
Chromanin: You are essentially complaining other people are liking Steam's features so much that they're putting other websites out of business. That's sad for those other business but good for Steam..
No I'm saying there's positive improvements and negative ones, and a large chunk of what generated Steam's "captive audience" has definitely been on the negative side. You saying
"anti-competitive behaviour that worked for Steam is fine if it's popular so GOG should copy that and become successful too" doesn't help GOG either because it won't work the same way. It's like a small OS developer trying to be the new Windows by copying "Embrace, Extend, Extinguish", it simply won't have the same effect. No-one who wants to mod their game but doesn't want to use Steam Workshop now is "waiting" for GOG, we just go to Nexus. Really you are way overestimating the effect a Mod Workshop would have in attracting any new customers.
And let's get real here. Many people didn't choose Steam because of "store features" or the "Steam experience". They started using it in 2004 due to being a required DRM wrapper for "must have" Game of the Year (Half Life 2), then got used to it out of habit / DRM requirements. Many Steam features people like to quote took +8-9 years post launch to appear (Steam Workshop = 2012, Steam reviews = 2013, 2hr refunds = 2015, etc). Early days it was barren and feature-less as hell yet people used it and the stuff they added post 2010 wasn't the core reason why people "switched to Steam". It was "AAA publishers want DRM + Steam provides DRM + disc games got phased out between 2005-2010 = Steam ended up with a virtual monopoly on all the popular AAA games" and things followed on out of habit with "all my games in one place". There was very little "platform choice" at all for many gamers during the same period Steam developed its "captive audience".