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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