salionski: Hey there. I'm the project coordinator of Blink Bundle.
Why hallo thar.
salionski: We are looking into adding DRM-Free options in the future (but only as an alternative and not DRM-Free only), but it isn't as easy as turning on a switch.
Fair enough.
salionski: Especially since the response to Blink Bundle has been pretty overwhelming, and we're playing a bit of catch up while we try to keep things rolling. We intend on adding the infrastructure, but it's going to take time.
Indeed, congratulations on the first bundle. It was certainly a stellar collection of games, which no doubt boosted popularity and word of mouth. At the same time though, I think you've implicitly acknowledged that those sales could have been much higher if you had included DRM-free versions.
The second bundle's sales reflect the somewhat poorer quality of it. Granted that 4000+ bundles is a reasonable performance, but it's hardly overwhelming. Indie Royale and Groupees both manage 3000-4000 sales per bundle, and they release bundles so regularly it makes your head spin.
The problem with only offering Steam keys is that you're forced to accommodate the Steam crowd's somewhat higher expectations.
salionski: There is an additional issue though. It's incredibly easy for us to ensure all Steam. It's not as easy to make sure every developer participating is okay with the DRM-Free option. It's even less likely that every developer is able to get us Desura keys, since some aren't even part of it.
Nobody's expecting Desura keys for ALL games, but most developers are on Desura (except those that are Steam fanatics and refuse to publish anywhere but Steam) and do provide Desura keys. See Groupees.
salionski: We'd end up inviting more complaints from people that aren't okay with the fact that only 7/12 games offered DRM-Free. Those customers would feel ripped off, and I can understand why. Same thing could be said for someone that preferred Desura, since it's likely in the future that less participants would be okay with that.
I don't see it that way. The Xbox One in particular has caused a groundswell of anti-DRM sentiment which is likely to work against Steam in the coming years. General forum talk has gone from "DRM doesn't matter" to "DRM is bad".
Sure, you're going to have a minority of indie developers who are insistent on using Steam and Steam only for personal ideological reasons. Thankfully, outside of triple-A circles, this is a minority nowadays - very few indie developers release on Steam only. The vast majority have the foresight and experience to know that DRM is bad PR, ineffective as an anti-piracy measure, and poor business as you're cutting out 30-40% of your potential market. That's why GOG is increasingly seeing more and more day-one indie releases. A few have staggered their DRM-free releases, like The Banner Saga and Dust: An Elysian Tail, but they still came eventually.
You've now got the attention of the bundling world. With this attention comes a certain power in negotiation, which means you have the ability to assert certain principles. The ball is now in your court - you can choose to solely pursue the mighty dollar and eventually fade into oblivion as one of the countless ranks of glorified Steam key resellers, or you can try and catch the proverbial ball that Humble Bundle has so infamously fumbled, use it to make a statement and gain some extra goodwill.