2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
video card. We made sure the game was playable in software only mode, but we estimate the
hardware accelerated support benefits at least 50% of our audience.
Before the product launch, PopCap made
Rocket Mania
available to the PopCap Beta Board to
further fine tune gameplay. The members of this beta program are made up of a few hundred
dedicated PopCap fans of all ages and from all walks of life, but each very much a casual game
enthusiast. The beta testers go through various builds of the game and provide invaluable
feedback and bug reports. This is usually our first indication as to how well a game will do, and
often the beta process uncovers game balance and interface issues that we had not discovered,
and results in very polished and well balanced games. The beta process took a couple of months
to complete, but it was well worth it.
Finally, PopCap was able to leverage its long standing relationships with the major gaming
portals to distribute and promote
Rocket Mania
across the Internet. We launched the free Java
version and the `Deluxe' downloadable version simultaneously.
Rocket Mania
was nominated by
Computer Gaming World magazine for Puzzle Game of the Year 2003 (another PopCap game,
Bookworm, won the award.)
The close working relationship between PopCap and Nuclide ensured that
Rocket Mania
became
a top selling game.
c)
Direct Distribution
Selling direct to consumers has a number of advantages over working through a partner who
distributes the product. By cutting out the middle man, developers earn very high margins on every
sale, and control every aspect of the distribution, allowing them to position and merchandise their
games exactly as they see fit, and they don't have to compete with any other products in the channel.
Finally, direct distribution allows developers to build a close relationship with their customers.
There are also a few large hurdles: It's hard, expensive, time consuming and it is a difficult balance to
maintain with other partners.
To maintain a direct distribution, developers have to think about hosting and bandwidth costs, uptime,
e commerce security, Digital Rights Management, compression, installers, protecting personal
information, customer acquisition and service, scaling traffic, churn, and a whole host of other issues
that would otherwise be handled by distribution partners. Do not underestimate the cost of raising
awareness of one's web site and acquiring new customers. With millions of sites globally, consumers
rarely stumble onto a web site. Successful developers need to spend on marketing and advertising
to generate awareness or partner with large portals initially to raise awareness for their games with
consumers and other online gaming sites and portals. Each of these issues listed above takes time,
money, and dedication to address. Even more importantly, if this becomes a successful source of
secondary revenue, the developer will begin to compete directly with their other distribution partners,
and thus may begin to threaten their primary source of revenue.
Direct distribution can be quite valuable, especially as a source of information for testing new games,
staying aware of the pulse of customers, and as a safety net for the company to help insulate them
from the ups and downs of external distribution sources. However, developers who depend on
external distributors should be careful not to let their own distribution jeopardize their primary revenue
streams.
d)
Technology Licensing
In this format, business development cycles are measured in weeks, and time to market can be
measured in days or even hours. Product success is predicated primarily on gameplay, fun factor,
and accessibility, and rarely is it based on technological advancement. As such technological
breakthroughs typically do not result in a large competitive edge. However, the time savings
associated with licensing technology instead of building it from scratch can be a significant advantage
for the licensor. The end result is a largely untapped market for licensing technologies to other
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