2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
too much in the web game can have a detrimental effect on the downloadable version(s) distributed in
the same channel.
Understanding which business is the primary focus and what metrics the developer is optimizing for,
is the key to making both of these models work together. As an alternative, one under utilized
possibility for generating revenue from both Downloadable games and Web games while staying true
to the each medium's design needs might be for a developer to license their game IP to another
company to do the other version. This could prove to be highly successful, because while the
technological difficulty of such a port is low, many developers underestimate the related subtle
difficulty of supporting both markets effectively.
b)
Publishing
In general Publishing is the process of taking a particular piece of IP and making it available for sale
to the public, either directly or through a B2B relationship, while retaining ownership rights over the
IP. There are 3 tiers of content publishing referred to as 1
st
Party , 2
nd
Party , and 3
rd
Party .
1
st
Party Publishing is when a game is created in house and distributed to the public through the
developer's own business development or publishing efforts.
2
nd
Party Publishing is when a developer licenses the concept, design, or IP from another developer
and then launches it under their own label as if it was fully developed in house.
3
rd
Party Publishing is when distribution rights to a particular piece of content are licensed, but the
product is published under the content owner's brand.
In all three cases a good publishing business depends upon a strong established distribution network
to drive revenue for all parties involved. In many cases, developers in the Downloadable and Web
games businesses are already in the 1
st
party publishing business. However, some very established
developers have had success entering into 2
nd
party publishing as an additional secondary business
model. The 2
nd
party business is a natural extension for established game developers as they have
both the expertise and the distribution contacts to provide significant value to an up and coming
developer.
Often two talented companies can collaborate quite effectively to create a compelling new product,
and market it under a strongly established existing brand. It is more unusual to see a company for
whom the primary business is game development to have success in the 3
rd
party publishing
business. The problems start with brand competition. Developers will naturally tend to favor their own
brand. Other brands that compete for a customer's time and attention tend to detract from their brand,
and in many ways compete for the same people and dollars. Typically a publisher who has 1
st
party
and/or 2
nd
party products will likely tend to push those over the 3
rd
party products, and thus reduce the
value the relationship offers to the 3
rd
party product owner. Worse, 3
rd
party deals usually stem from
one or both parties wanting to hedge their bets a bit and avoid the more complete commitment to a
2
nd
party deal, resulting in terms leading to reduced economics for both sides. That a successful 3
rd
party business is by nature a volume business, since you can do these deals quickly and with little
risk or commitment to individual products, bleeds even more economics from the licensor. The final
nail is that moving into a 3
rd
party publishing business puts the developer in flanking competition with
the very partners they rely on for distribution. The result of these combined factors is that the 3
rd
party
business is particularly unstable and difficult to make work when pursued by companies that rely
primarily on a 1
st
party, in house development effort as their means of doing business.
PopCap Publishes Nuclide's Rocket Mania
Written by Sukhbir Sidhu of PopCap
The game developer Nuclide contacted PopCap and wanted to work with us to create a game
project for PopCap to publish. We were already familiar with Nuclide's game,
Penguin Puzzle
,
and were confident that they could produce a game with a high level of quality that would
resonate with our audience. A few different game ideas were suggested by Nuclide, and we
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