Then what use is that?
What if the game can not even run on your computer?
That's in addition to faults not instead of. It's useful if you ordered the wrong game or change your mind after an "impulse buy". System requirements are clearly laid out under the same column as "Add to Cart". If a game is genuinely buggy or incompatible, they'll generally help you as far as they can for 30 days after which they'll give a refund if you are still seriously having problems getting a game to work (especially if others are as well on similar hardware). Their support is pretty good (both official tech support & unofficial knowledgeable community). The one time I needed it, a query was answered in 6 minutes complete with bug-fix patch. Bear in mind all their games are DRM free and they can't remotely "deauthorize" anything, ie, once you've downloaded a game, backup the installer file and it's yours to keep for life, and bear in mind much of their collection dates back 10-20 years where some minor bugs are expected, this is a pretty fair policy overall. Anything else would be ripe for abuse "
Hi, I just ordered 500 of your games by mistake, I've downloaded them all, backed them up to my HDD, burnt a Blu-Ray copy, and now I want 500 refunds". :biggrin:
Edit: GOG actually seem to do pre-order refunds even beyond the 30 days as long as it's before release :
"6.7a if you preorder and pay for a GOG game, you can cancel the preorder and get a full refund as long as we receive a valid request before the game's full release date on GOG.com."
https://www.gog.com/support/policies/gog_user_agreement
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As mentioned previously, what did people seriously expect given the general state of modern cross-platform gaming development? The Golden Age of AAA PC exclusives is long over.
"A wall edge is straight & not curved"? LOL. These days, I weep tears of joy when I find an AAA PC game where the mouse works properly, the keys are fully rebindable, you can quick / manual save, the HUD is pleasant to look at from 2ft away and not "designed for TV" size 36 font, etc. Basic functionality that even late 1990's games had. Graphics are the least of my worries in "modern" cross-platform development. It's simply economically unfeasible to write two versions of the same game with radically different lighting engines.
Likewise if Ultra = extra populations in the market place, that doesn't just affect graphics, but means extra voice actors, character modellers / animators / mocap, etc, are needed which ends up driving up the cost of optimizing an "Ultra" settings disproportionately to all other settings optimizations, (which makes it more likely that other stuff will be cut for everyone, eg, maybe they spend so much time hand tweaking every brick for perfect graphics that map size will have to be cut to meet the budget / deadline). This stuff has always been a balancing act and based more on "
what's possible within a timeframe / budget" than "
what's possible on flagship GFX card of the day". Crysis 3 managed top GFX mainly because it was 7-8hrs long and railroady. Make it 10-20x longer and open-world on the same budget, and you'd see a lot more compromises there too.
Edit: Likewise, big games take a long time to make. And the longer they take the more outdated the GFX are perceived to be. Dragon Age Origins got mild criticism for average GFX (which was partly due to being 5 years in the making, which in turn resulted in very polished gameplay and a PC exclusive UI (40x quickslots)). You can't please everyone all the time.