2004 Web and Downloadable Games White Paper 
IGDA Online Games SIG 
6. 
Smaller Project Size 
The smaller project size in online/downloadable projects reduces the financial risk somewhat, although 
even a budget that is tiny in console development terms can represent a significant amount for a small 
development shop.  
Larger projects tend to be riskier because of opportunity cost, resulting in higher requirements for a single 
title to perform. Thus risk management may play as big a role as bandwidth does in limiting game 
size/scope.  
7. 
 Design and Development Methodologies 
Developing a more formalized approach to both game design and game development is a risk 
management strategy that all developers should explore. Obviously, a rigid methodology will not apply to 
all game projects, but some guidelines can ensure that common (and costly) mistakes are avoided. See 
Nicole Lazzaro's case study later in this section, for an example of one developer's more formalized 
approach to the design process. 
Representing a PlayStation 2 game on the Internet 
Written by Simon Oliver, Head of Research and Development Random Media 
Random Media has worked on several web sites for PlayStation 2 games published by SCEE. 
This  case  study  will  discuss  one  of  the  most  recent  sites  we  have,  for 
EverQuest  Online 
Adventures
, at http://www.eqoa game.com. 
The  aim  of  the  site  was  to  provide  an  experience  of  the  PS2  game,  rather  than  just  provide 
information  and  screenshots  and  the  usual  material  found  on  games  sites.  This  information  is 
already  provided  on  the  PlayStation.com  site,  allowing  us  to  concentrate  on  providing  an 
engaging experience to the user.  
What we wanted to do with the games aspect of the site was to communicate some of the key 
aspects of the PS2 game without attempting to replicate the game wholesale. Trying to reproduce 
a game such as 
EverQuest
 within a browser would obviously be an impossible task, and the end 
result would only cheapen the game itself. By sitting down and playing the game and researching 
online about what people thought of the game and the community surrounding it, we were able to 
get  a  feel  for  the  most  interesting  aspects  of  the  game,  enabling  us  to  piece  together  a  game 
design that would reflect these aspects. 
Some of the most striking aspects of the game were the community aspect (
EverQuest Online 
Adventures
 is one of the flagship PS2 titles compatible with the new network adapter), the strong 
emphasis  on  teamwork  and  the  open ended  nature  of  the  game  (the  game  never  ends,  new 
content is constantly created by the players and by the game's developers) 
Game Design 
The first aspect to be tackled in the game design was that of teamwork. Within the game, many 
people  join  together  to  form   parties   in  order  to  tackle  the  bigger  challenges  in  the  game  that 
would  be  near  impossible  for  someone  to  complete  on  their  own.  There  have  been  numerous 
games in the past that have placed teamwork at the center of gameplay. 
Head over Heels
 and 
The Lost Vikings
 are great examples. The idea of these games is to combine the unique abilities 
of  each  of  the  characters  in  order  to  solve  puzzles  and  progress  through  the  game.  This  is 
something that lends itself very well to 
EverQuest
 as within the game there are numerous classes 
and  races  each  with  their  own  abilities,  strengths  and  weaknesses  (for  example  trolls  are  very 
strong, but not very intelligent, or elves have an affinity with nature). We decided to go down the 
path of creating a game that relied on the player strategically controlling different characters with 
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