2004 Web and Downloadable Games White Paper 
IGDA Online Games SIG 
III.  Business Models 
Although they have been gaining increased attention these days, neither web nor downloadable games 
are fundamentally new concepts in the game development world. Downloadable games are the older of 
the two models as they came into existence in the earliest days of connected PC's in the early  and mid 
80's, along with the file sharing capabilities of the BBS systems and other early Internet technologies. The 
younger sibling of Downloadable games, Web Games, sprang into existence 10 years later as companies 
such as Macromedia, Sun, and Microsoft provided technologies that could  plug in  to the popular Internet 
browsers and provide greatly enhanced rich media capabilities. This section primarily outlines the current 
business models associated with these products. Additionally, an attempt is made to compare and 
contrast these different models to provide a framework for decision making related to pursuing and 
executing these models. 
A. 
Business Overview 
There seems to be a tendency in the industry to combine  Web and Downloadable  games together 
whenever the discussion of  alternative marketing  or  casual games  arises, as if the two were somehow 
either synonymous or inseparable. The first step in understanding  Web and Downloadable  games 
business models is the realization that these two avenues represent two different choices, and they are 
each separate, distinct industries with distinct customer needs, distribution channels, success metrics, 
and technological parameters. The figure below contrasts the key differences in the two types of games. 
1. 
Web Games vs. Downloadable Games   The Differences 
Web Game Attributes 
Downloadable Game Attributes 
Optimal file size <500k 
Optimal file size <10MB 
Plays in a browser window 
Plays as a stand alone application 
Technological choices limited 
Unlimited technological choices 
Hardware independent 
Hardware dependent 
Online only 
Primarily Offline 
Single and Multiplayer  
Must have compelling single player 
Online community can greatly help retention  
Online community is minimal 
Can be monetized by online advertising/sponsorships 
Monetized directly through game purchase 
 Open  distribution 
A few big channels matter most 
Very high traffic is usually key to success 
Focused, highly qualified traffic critical 
Compelling gameplay is primary success factor 
Production value + compelling gameplay 
Gameplay depth not as important but helps greatly with 
Gameplay depth is very important 
retention 
Card/casino games have strong demand 
Card/Casino games have weaker demand  
2. 
Web Games vs. Downloadable Games   The Similarities 
  
Use the Internet as the primary distribution vehicle 
  
Audiences are relatively inexperienced with video games 
  
Successful games have extremely broadly appealing designs and are evergreen (high replay value) 
  
Successful games are extremely accessible and intuitive 
  
Some game concepts work well in both mediums 
3. 
Exploring the Models 
If there is one thing that the proliferation of the Internet has accomplished, it is that companies doing 
business on the web can monetize their products or services in an overwhelming variety of methods. With 
all the different ways companies developing and selling Downloadable Games and/or Web Games make 
money, a mechanism is needed to separate the good models from the bad. In other words, which 
techniques represent the core business models available in the space, and which can be executed for 
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