2004 Web and Downloadable Games White Paper 
IGDA Online Games SIG 
V.  Technology Overview 
A. 
Topology 
From a technical point of view, online games can be classified according to four main characteristics: 
delivery model, architecture, playing mode (number of players), and network protocol. 
1. 
Delivery Model 
The delivery model can be defined as the way players reach the game. Depending on the game, the 
players usually download a program and then install it, or directly play the game through their browser, 
most likely through an embedded plug in of some kind. Following is a brief review of the most commonly 
used delivery models. 
a) 
Web Browser Games  
Web browser games are arguably the simplest form of online game (from the user's point of view). 
Most are developed using common plugins such as Flash, Shockwave, or Java, while some games 
are developed on the server using PHP or other server side programming and execute directly in the 
browser with no need for a separate download and installation. Additionally, other middle ware 
technologies such as those from Groove Alliance, Virtools, and WildTangent are starting to gain 
traction in the market as a means of quickly producing professional looking content within a browser 
window.  
For all plugins there are substantial issues with regards to browser security and integrity in taking the 
browser approach. For example, it is very difficult, if not impossible, to save files locally on the user's 
machine (with the exception of  cookies ); there are currently very few technologies that support full 
screen play (other than maximizing the browser window on the desktop); and it is unlikely that the 
developer will be able to block out other applications on the user's machine. In spite of these 
limitations, users flock to browser based games largely because of their ease of use: at worst they 
have to install a plug in, and at best they simply have to click on a hyperlink to begin playing. 
b) 
Downloadable Games 
Downloadable games execute directly on a particular native platform, most commonly Windows XP, 
Win 9X, or Macintosh OS X. Generally speaking, developers will package all files necessary for 
execution into a Windows and/or Macintosh installer. Users download and execute the installer 
appropriate for their operating system and then run the game from their desktop. It is common for 
developers to release both web and downloadable versions of the same game, using the web version 
to generate awareness and advertising revenue and the downloadable version to generate consumer 
sales. When the web version is developed for Flash or Shockwave, that same technology can be 
used for the downloadable version. However, many downloadable games are built in a more 
 traditional  environment using languages such as C/C++, etc.  
The downloadable game process for casual games on the PC (and Mac) looks like this:
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A player discovers the availability of a downloadable game either by direct online marketing 
(email, banner ad, portal site placement, etc.) or by advertisement from within the  web 
version  of the download game. 
  
The player downloads the game installer to his or her computer. 
  
The player executes the game installer, clicking through a series of dialogs. 
  
The player launches the installed game, generally via a desktop icon. The installed game is 
generally `locked' in some way to restrict play ( cripple ware ) and encourage the player to 
purchase the `full version' of the game. During the early phase of this phenomenon, this meant 
limiting game features. Recently this has shifted towards limiting minutes of game play (
e.g. 
ten executions, twenty game starts, two hours of game play). 
                                                      
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 IGDA Online Games Committee White Paper 2003 
Page 62 of 93 




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