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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