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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