~/talk

Creating a Digital Business (...)

Talkat infoShare 2013 · 2013-05-16..05-17· [product-management]
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GOG.com builds a global PC/Mac storefront launched 2008 that sells classics and new releases, enforces DRM-free downloads and a one world one price policy, and adds small freebies (manuals, soundtracks) plus a compatibility guarantee. Platform metrics: ~1.7–2.5M monthly uniques, ~10M games downloaded, sales from 190 countries (Poland <2%). Concrete actions: rejected deals that required DRM, refunded or compensated ~1,500 pre-orders of Botanicula with free Witcher 1, and posts €46M PLN revenue / 8M profit last year while running active forum-based support.

AI-written summary · about

  1. 0:00Intro
  2. 2:48Digital distribution landscape in 2008
  3. 4:22Fear of DRM
  4. 5:05The pain of DRM
  5. 5:25Piracy in games
  6. 5:53Regional restrictions
  7. 6:41Pricing
  8. 7:49Business Model
  9. 8:20Challenges
  10. 9:04Why GOG
  11. 9:59Community
  12. 10:35Value
  13. 11:22Satisfaction
  14. 13:05Key Principles
  15. 13:49The Most Shocking Thing
  16. 15:12Customer Love
  17. 16:13Our Obsession
  18. 16:41We are Gamers
  19. 19:13We apologize
  20. 19:53Follow your principles
  21. 22:49Passion
  22. 25:26Human approach
  23. 27:39Organic growth
  24. 29:30Three takeaways
  25. 31:03Value is not enough
  26. 32:17Constant improvement process
  27. 33:41Giving tasks to people
  28. 34:43Questions
  29. 36:19Price
  30. 38:09Steam
  31. 40:42Customer Feedback
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