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| Computers Forum Index » Computer - Games Development (Industry) » Breaking into the downloadable game market |
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| Gerry Quinn |
Posted: Sat Feb 12, 2005 12:03 pm |
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In article <Xns95FA431649C9Cgandalfparker@208.201.224.154>,
gandalf@most.of.my.favorite.sites says...
Quote: Also since games have gone to CD size I dont remember any shareware site
getting hit with a flood due to release of a popular title.
To be specific Ive been on the discussion lately about some long awaited
upcoming releases such as Dominions 3, and Space Empires V, and other
games with a rabid player base. The players want instant download
instead of waiting 3-5 days for delivery. Yet, developing an arrangment
which will allow that many to download games that size amounts to
something which does not appear as if it would improve on that time
frame. And even if one was created it would mostly fall dormant after
that initial rush for longer than it would take for the equipment to
become obsolete. It makes it more reasonable to "rent" space on some
other system.
Personally, my opinion, is that the server farms specializing in
offering this as a service are going to win out over people wanting to
do it themselves. Allow those companys to concentrate on spreading their
servers to many backbones, redundant pipes, load averaging systems, and
order tracking. The publishers will link to them for distribution
requests.
That's a good point - it looks plausible that this will happen. Don't
places like FilePlanet already try to offer something along those lines?
On the other hand, I have to wonder whether the same rush will come on
for downloadable games compared to those where the physical box is in
the store. Most people won't go to the same extreme as me (I basically
never buy anything until it's been out long enough for the first
patches) but many will wait a few days until the excitement dies down.
Sure, there may be exceptions for the games with a rabid player base.
One solution (making a virtue out of necessity) might be to give each
purchaser a certain day when he can start downloading, with pre-orders
being served first. Once the rush dies down, the situation will revert
to instant fulfilment. Hopefully the 'rabid' purchasers won't be
deterred - the big risk is that many might turn to piracy.
Still, with luck the technical problems will be solved over time.
Here's another idea - what about releasing a big chunk of the game
(mainly assets, I would imagine) well in advance as a heavily encrypted
file that anyone can download for free? Then when the full game comes
out, anyone who got it just requires a relatively small download that
decrypts the first file and adds whatever code and assets are needed to
complete the game. Anyone keen enough to want it in the first days
should have been keen enough to inform themselves of the need to get the
asset file beforehand. And since it's freely distributable, there's no
harm getting it from any source if they didn't.
If a 250MB download can be reduced to say 20MB, it should improve
matters quite a bit.
- Gerry Quinn |
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| Gandalf Parker |
Posted: Sat Feb 12, 2005 7:17 pm |
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Gerry Quinn <gerryq@DELETETHISindigo.ie> wrote in
news:MPG.1c77e853c8a5344a989e16@news.indigo.ie:
Quote: Here's another idea - what about releasing a big chunk of the game
(mainly assets, I would imagine) well in advance as a heavily
encrypted file that anyone can download for free? Then when the full
game comes out, anyone who got it just requires a relatively small
download that decrypts the first file and adds whatever code and
assets are needed to complete the game. Anyone keen enough to want it
in the first days should have been keen enough to inform themselves of
the need to get the asset file beforehand. And since it's freely
distributable, there's no harm getting it from any source if they
didn't.
If a 250MB download can be reduced to say 20MB, it should improve
matters quite a bit.
Interesting. At first I was going to say that it was fairly close to the
model of "allow anyone to offer the game for download at any site, and
only control the serial keys" which does handle alot of the problems
involved.
But as I thought about it I can see where your concept might work well.
Many games could provide the images, sounds, unit database, well ahead
of the actual executable part of the game. A final (and much smaller)
installer would give them the exe and might update a couple of items the
way a patch does. I can also see a large advantage to making the manuals
available for download beforehand generating excitement and conversation
(maybe even some good last-minute suggestions) to extend the player base
before the release date
Gandalf Parker
-- no longer representing any game company |
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| Gerry Quinn |
Posted: Sun Feb 13, 2005 10:03 am |
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In article <Xns95FB3FA6D51D7gandalfparker@208.201.224.154>,
gandalf@most.of.my.favorite.sites says...
Quote: Gerry Quinn <gerryq@DELETETHISindigo.ie> wrote in
news:MPG.1c77e853c8a5344a989e16@news.indigo.ie:
Here's another idea - what about releasing a big chunk of the game
(mainly assets, I would imagine) well in advance as a heavily
encrypted file that anyone can download for free? Then when the full
game comes out, anyone who got it just requires a relatively small
download that decrypts the first file and adds whatever code and
assets are needed to complete the game. Anyone keen enough to want it
in the first days should have been keen enough to inform themselves of
the need to get the asset file beforehand. And since it's freely
distributable, there's no harm getting it from any source if they
didn't.
If a 250MB download can be reduced to say 20MB, it should improve
matters quite a bit.
Interesting. At first I was going to say that it was fairly close to the
model of "allow anyone to offer the game for download at any site, and
only control the serial keys" which does handle alot of the problems
involved.
But as I thought about it I can see where your concept might work well.
Many games could provide the images, sounds, unit database, well ahead
of the actual executable part of the game. A final (and much smaller)
installer would give them the exe and might update a couple of items the
way a patch does.
Exactly - you would not be committed to any particular code or data in
the pre-release file, although if you replaced too much of it the value
of the idea would be vitiated. Images and sounds will be the bulk of
any large game, though, and I imagine that most of them will usually be
ready well in advance.
Since you will still have a large download in terms of executable code,
you can encrypt the pre-release file so heavily that only a leak from
insiders will conceivably allow it to be decrypted. (Besides, it
wouldn't be worth much if anything to pirates anyway.)
- Gerry Quinn |
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| David Dunham |
Posted: Thu Feb 17, 2005 8:31 am |
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In article <ctoc32$grb$1@news.doit.wisc.edu>,
"Rod Runnheim" <rodr@lmcg.wisc.edu> wrote:
Quote: My assumption has been that it's easier to get published online because
the quality of the title is not screened as tightly.
The major game portals definitely screen titles.
If it's easier to get published online, it's probably because there's
more "shelf-space." (Actually *selling* online is a different matter,
since people still have only so much attention, and not all games will
be promoted.)
--
David Dunham A Sharp, LLC
http://www.a-sharp.com/
"I say we should listen to the customers and give them what they want."
"What they want is better products for free." --Scott Adams |
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