2004 Web and Downloadable Games White Paper 
IGDA Online Games SIG 
the number of All Star members online at any one time. Yahoo! has not shared any public numbers on 
subscribers to its All Star subscription service. 
This is probably not a question that will be completely answered in 2004. One of the challenges the 
industry faces is who to look to as an example   cable, television, retail PC games, NetFlix? More likely 
the answer will lie in an as of yet untried business model, or hybrid between multiple models. 
2. 
Will Broadband Kill the Downloadable Star? 
There is some worry in the web and downloadable game segment that the increasing installed base of 
broadband will damage the viability of the segment. The theory goes that broadband customers aren't as 
concerned about file size and will opt for the downloadable games in the upper end of the spectrum (100 
MB+) that are beginning to be offered by the major game publishers. 
With over 40%
8
 of US households on broadband and nearly all office PCs on fast networks, there hardly 
seems to be an impact at this point. If anything, broadband may be to blame for the decreasing 
conversion rates that some publishers have started to indicate. When downloading a new game is easy 
and consumers have dozens of titles to choose from, there can be less of an incentive to purchase any of 
them. It is unclear if broadband is the major cause, but there is a very serious concern about falling 
conversion rates. 
                                                      
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