GamersGate is a digital distribution platform that enables people from around the world to purchase and download games online, without having to leave their own home. I recently wrote an article about how GamersGate and Steam proved that by dropping prices actually increases their profits. Since that article I was able to have an interview with Theo Bergquist, GamersGate’s CEO.
How did GamersGate come about?
– It all started with Paradox Interactive and their PC titles. As they struggled to find retail shelf space for their titles, fans began asking if they could download the games straight from the Paradox FTP. Eventually it became so popular that we created a separate brand, GamersGate, and spun it off from Paradox so we could host games from other publishers.
Coming from an independent background of Paradox, how many Independent developers are you currently working with and do you have plans to reach out to more?
– Currently we have more than 200 partners and over 1800 games for sale. Independent developers are an important factor for us and we’ve always seen them as our kin. The more games we can add, even if it’s from small independent developers, the better. Also, it’s a good source of revenues for them. I mean, they get 70% of Thomas Alvec CEO Vexa the revenues within 30 days! That’s way higher than what they would get if they were to go through physical retail.
GamersGate mentions what DRM is on some games, but not all, in the future are you planning on listing what DRM is on all games (if its present)? Or is that up to the publishers? Do you feel that DRM should be disclosed prior to purchase?
– Absolutely. The type of DRM a game carries should be clear in the description. For many gamers this is an essential factor in whether they make the decision to buy the game or not. We try to state that as clear as we can and we’re updating the product pages constantly. From our end this should be no secret.
Do you think DLC accessed through systems like EA’s Cerberus will come to stores like GamersGate, Direct2Drive Steam, etc? Or will that stay with the publishers?
– Yes I think some of them will be accessed through such systems, but not all. There will be many hybrids of how to deliver a game and gaming content in the future. I don’t think there will ever be one singular way of distributing a game.
Companies are planning account based DRM systems for their games; do you think this will have an effect on game sales?
– We believe account-based DRM is a much better way to go than the DRM’s we see out there today that are embedded in the games and can sometimes mess things up for the gamer. We feel that account-based DRM should be the distribution portal’s responsibility, not the publisher’s. We don’t believe in the concept of having multiple log-ins for different publishers.
* I have to note here that this question was asked before Ubisoft’s fiasco with their authentication servers.
Who decides when sales come about? Is it a deal you make with publishers before hand or how does that work?
– Sales are generated on an ad-hoc basis, typically. We’re happy to work with publishers when they want to have a sale to promote a certain game or games. We can also offer discounts at our discretion if we want to, for example, drive interest in a certain genre to build visibility for a specific upcoming title.