2004 Web and Downloadable Games White Paper 
IGDA Online Games SIG 
Since downloadable game budgets are not usually large enough to support the development of custom 
technology, many casual game developers use higher level middleware such as Macromedia's Director 
or Flash to develop their games. With these environments, developers can produce both web and 
downloadable versions of their games from a single source. It should be noted that reliance on 
middleware does mean working within the limitations of the latest version of the software. These 
technologies are discussed in greater detail in the Technology section of this White Paper.  
4. 
Demographic 
The demographic for casual/downloadable games brings its own set of constraints to game projects of 
this kind. They include players with a wide range of computer skills, most of whom are not familiar with 
game genres or interface conventions from the traditional retail market. Their play patterns present a 
whole set of constraints, which we'll discuss below.  
5. 
Deadlines 
Since original web and downloadable games are usually self funded, and the downloadable market is 
less sensitive to seasonal purchasing patterns, they are typically under less date pressure than a retail 
title might be. While this creates an opportunity to make the games highly polished before they are 
released, developers should be careful not to invest so much in the polish cycle that the games become 
unprofitable. Games that are created for a client, such as advergames, typically have a much more rigidly 
defined schedule, especially if they are tied to an external event, such as a movie launch or product 
rollout.  
6. 
Special Skill Game Constraints 
Skill games, that pay a cash award to the winning player, have some special requirements such as 
cheating detection and avoidance. Some of these issues are addressed in Steve Meretzky's case study 
below.  
7. 
Summary 
Clearly there is no shortage of constraints for the developer producing downloadable games. However, 
these constraints can also be viewed as potentially useful design parameters that can help focus the 
development team (and ultimately the player) on the essence of the game experience they are creating.  
D. 
Process Differences 
In this section, we'll discuss the production differences between web games and downloadable games, as 
well as how both of them differ from the production of other types of games (console, PC, etc).  
1. 
Smaller Projects 
Due to the reduced production layer in web and downloadable games, it is critical that the game be highly 
polished, tuned, and balanced. Since web games are relatively simple and the development 
environments for coding them often require few or no custom tools, it is possible to quickly create a 
working prototype of a game.  
2. 
Smaller Teams 
The smaller project size of web and downloadable games usually means smaller development teams in 
which each team member must wear multiple hats. The game designer or programmer may double as 
producer; the concept artist, lead artist, and art director may actually be the same person; and everyone 
on the team will put in time as a QA tester. As a result, management overhead may be reduced 
considerably and breakdowns in team communication can be less of a risk. However, projects may be 
more complicated to plan and budget when a single person is doing multiple tasks. 
While the smaller scope of online and downloadable game projects would seem to make the project 
management simpler, in reality this simplicity is offset by the fact that most developers of such games 
need to produce several games concurrently in order to meet their cash flow requirements. 
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