2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
One indicator that broadband is good for games is a recent study from ComScore/OPA
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which shows that
66.7% of users purchasing content related to Sports, Games and Entertainment online have broadband
the highest of any of the categories of content surveyed.
3.
Market Saturation
A year ago many small developers saw the success of games like
Bejeweled
and believed they had
found an easy path to fame and fortune. Today the market is flooded with games, many of them hastily
put together with very little if any originality. This has resulted in a high level of competition for available
launches on major game sites. Many sites are launching at least one new game every week and
sometimes two. Not only does this make for a crowded market but it also limits the amount of promotion
given to each new title. If a game is not a hit in its first week, it is likely to be removed from the
promotional rotation and relegated to an alphabetized list of games within its genre. Developers react by
quickly putting together another game and the cycle starts again, exacerbating the problem.
For the consumer, this is a blessing and a curse. There are dozens of games to choose from but few that
are worth purchasing. In addition, from a consumer's perspective there is less incentive to purchase a
game when your favorite site already has more than you can possibly play for free, with additional new
games coming every week. With most games allowing an hour of free play, players are guaranteed at
least a few hours per week of free game play, and if they want more there are plenty of other sites to visit.
4.
Will Downloadable Games Grow Up?
While in the console and PC game business it is common to align with a well known brand, downloadable
games are typically produced by very small companies and few of them are attached to major intellectual
property. As the downloadable market matures, it is likely that the branding pattern will begin to emerge
as a natural way for developers and publishers to break through the marketing clutter to get players to try
their game. As more original yet unbranded content is produced, using recognizable intellectual property
as a differentiator could become a viable strategy.
The downside to this is the further division of royalties from sales. Downloadable games are lucrative from
a revenue perspective precisely because they are so much cleaner in their chain of royalties and
commissions. A retail game has a Retailer, Distributor, Publisher, Developer and Licensor typically all
vying for a piece of the game revenue. Downloadable game revenue, on the other hand, is usually just
split between the transaction provider, the publisher and the developer with the developer and the
publisher usually splitting the post transaction revenue 50/50. Once a brand enters the picture, the royalty
will need to be paid from somewhere. It is unlikely that the publisher will want the burden, and as a result
this will usually cut into the developer's revenue.
The other part of this question is at what point will the larger game producers such as Activision, and THQ
take downloadable and online games seriously enough to enter the market. All of these companies have
the brands and resources to make a major play in the space. Some of them today are selling their PC box
games direct to the consumer via a download. Similar to the casual online gaming space, the player has
to download the entire game and then receives a free trial period. After the trial period is over, players are
persuaded to purchase the game. The two main differences between the PC box games and the web and
downloadable games are that the PC box games range in size from 50 650MB and usually do not have a
free online web version. Thus this offering is limited to only broadband users.
5.
Will casual skill based gaming move from a niche audience to mainstream?
Over the last few years, every major portal and online gaming site has added skill based gaming
tournaments. By offering skill based game tournaments on their site, portals and gaming sites are able to
offer their user base a desired platform in which to compete, while at the same time generating
incremental revenue. The question outstanding is how many casual web users will pay to compete
against other casual web users in games of skill.
Security remains the primary concern of most online consumers. It is because of this concern that not all
online game players are willing to participate in skill based gaming tournaments. Concerned about
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http://www.online publishers.org/opa_paid_content_demo_09192003.pdf
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