2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
FORWARD
The concept of downloadable games is nothing new. Small free games have been available for
download for many years. As a revenue producing section of the industry though, Web and
Downloadable games have come into their own over the past couple years. One of the places this is most
apparent is at the annual Game Developers Conference, held in March in California. When our group was
forming in 2000 and 2001, few people seemed to understand what web/downloadable titles were about.
At GDC 2002 more people understood the market, and from the buzz you could start to see that this
might become a significant portion of the game industry. At GDC 2003, Web and Downloadable games
had a bit of a coming out party. There were numerous sessions devoted to the format, lots of developers
creating these titles, and quite a few successful companies making the rest of the industry take notice.
As of this writing we are getting close to GDC 2004 and it is very easy to see that the Web and
Downloadable games industry is transitioning from the early growth stages of the past few years, and
starting to become a more mature marketplace. Several publishers and developers have found profitable
and scalable business models, and have even begun leveraging their titles onto other platforms. We are
seeing higher quality games, with more time and effort put towards their development.
In a similar vein, this paper is evolving from those of previous years. Instead of writing a single paper that
attempts to cover the entire online games space, we broke the task into three separate papers, each
targeted to a specific segment of the marketplace. The mobile gaming paper, and the Persistent World
Games paper, will be available later this year.
This paper is devoted to Web and Downloadable Games. It is the result of work from more than 30
contributors, each of whom freely volunteered their time and expertise to create this document. In this
paper we dive much deeper into the Web and Downloadable games industry than we were able to do in
years past. We flesh out the details specific to these types of games, and as a result provide you, the
developer, with a much more useful document than we could deliver before.
One would be very hard pressed to find any single document that covers in more depth and detail the
state of the Web and Downloadable games industry. Our contributors have written about the overall
marketplace, the various business models, and the technologies being used by developers today. They
have gone beyond the catalog of publishers we have had in the past, and this year give us an overall
perspective of the publishing space, as well as an in depth look at several of the key players. Finally, we
have numerous case studies providing specific details and examples on a given topic.
Our contributors have done a phenomenal job this year, much better than we ever could have expected.
This is truly a paper that was created for the industry, by the industry. Although this paper could not have
been created without the efforts of all our volunteers, we would like to specifically thank Elonka Dunin for
her tireless efforts in helping us edit and revise this paper from the work of many individuals, into the
single cohesive report we now present to you. Greg Mills also deserves special mention for all of the
effort he has put forth helping organize, plan, and execute on this project from the very beginning. Finally,
thanks go to Radu Fusariu of Fuel Industries for creating the graphics found throughout this report.
The IGDA Online Games SIG has ongoing efforts in numerous aspects of the online games industry. All
of our projects depend on the time and efforts of our volunteers. If you'd like to give something back to the
community, please volunteer to get involved. You can start by visiting our website at
http://www.igda.org/online/ and signing up for our discussion list.
On behalf of the contributing writers and the other members of the Steering Committee of the IGDA
Online Games SIG, we thank you for your interest in our White Paper.
With best regards,
Brian Robbins
John Welch
Editor, Web and Downloadable Games Paper
Chair, IGDA Online Games SIG
Senior Creative Technologist,
Vice President of Product & Technology,
Fuel Industries Inc.
AtomShockwave Corp.
brobbins@fuelindustries.com
john@shockwave.com
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