Video Games
Revisiting the Controversy: GOG’s Reflection on Pulling Taiwanese Horror Game Devotion from Sale in 2020
The Controversial Journey of Taiwanese Horror Game Devotion
Back in 2019, the release of the Taiwanese horror game Devotion was met with swift backlash, leading to its removal from sale. The controversy stemmed from references to Chinese President Xi Jinping and Winnie The Pooh, which caused an uproar. Despite being re-released a few years later, the road to redemption was not without its bumps. GOG, a digital storefront, initially planned to release the game in late 2020 but later reneged on their decision, leaving many puzzled by the sudden change of heart. Fast forward to today, and Maciej Gołębiewski, the managing director of GOG, reflects on the fallout from their choice not to sell Devotion, especially in light of their continued support for another controversial title, Horses.
In an interview with Eurogamer, Gołębiewski admitted that the decision to pull Devotion was a challenging one. He cited business constraints, a limited understanding of geopolitical dynamics, and a lack of viable alternatives as factors that influenced their choice. Looking back, he acknowledges that the fallout from their decision eroded trust among users, a consequence they hadn’t fully anticipated.
The complexities of operating a global digital storefront, as Gołębiewski explains, often require navigating legal, operational, and commercial considerations that may not align with ideal outcomes. Despite the blow to their credibility in 2020, he stands by the decision as one made in the best interest of GOG and its partners.
Contrasting the handling of Devotion with Horses, Gołębiewski emphasizes that the latter’s ban on Steam for an outdated scene did not pose similar risks. The decision to sell Horses on GOG was based solely on the game’s content, devoid of any external concerns.
However, skepticism lingers regarding GOG’s explanation for pulling Devotion, especially their claim of responding to gamer feedback. Some question whether geopolitical and business factors played a more substantial role than initially suggested. Despite the uncertainties, having a platform willing to release games with challenging themes is deemed preferable to censorship.
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