February 2003

Digital Distribution - Intro
The music industry’s tumultuous relationship with online downloads remains hot fodder for press and business pundits alike. But what about digital distribution and games? Over the past year, the chatter has heated up and the field of online distribution portals and providers has grown aggressively. In fact, this year’s Game Developers Conference offers two panels on the subject of online software distribution and self-publishing on the Internet. As the effect of the Internet and peer-to-peer networks on PC game retail becomes more firmly grasped, and with online downloads playing a major role in other media-related industries, is digital distribution the future of gaming?

For a better understanding of the process and its impact on developers, we asked Gabe Zichermann of Trymedia Systems, an aggregator and technology provider for digital distribution of games, for his insight and advice for developers.

Is Digital Distribution the Future of Gaming?
By Gabe Zichermann of Trymedia Systems

"Digital distribution is the future of gaming."

This is what I’m hearing from both industry pundits and press alike. And, quite frankly, that’s a very cool shift from what I heard at GDC only 2 years ago which ran more along the lines of: "Peer-to-what?" or "Dude, people will not download 100 megabytes!"

Many of us believe that digital distribution has plenty to offer. Whether you develop simple puzzle games, or major RTS titles for the hardcore gamer, effective digital distribution, combined with game design forethought, can help thwart piracy and make you money in the process.

Digital Distribution Overview
Today’s digital distribution (DD) landscape is appears even more promising than the most optimistic among us (read: me) would have believed. Trending right alongside peer-to-peer networks, legitimate PC game downloads are increasing exponentially, with Trymedia alone delivering over 10,000,000 games in 2002. That’s well more than all the games sold and previewed at retail. People are not only downloading patches and cracks, but full-version games – and paying for them, too! Digital distribution providers, such as Trymedia, Real Arcade, and Yahoo!Games (see a more complete list at the end of this article) are on track to become among the largest channels of PC game content in 2003. Mainstream and hardcore titles such as Roller Coaster Tycoon, Monopoly, Rainbow Six: Rogue Spear and Disney’s Treasure Planet: Battle at Procyon have made their way to digital distribution with fanfare and even real revenues. The bottom line is that DD is not just for coffeebreak games anymore, every title with retail potential - and then some - is a genuine candidate for online success.


Moreover, channels like the peer-to-peer (P2P) networks have exceeded projected expectations. According to Altnet’s (KaZaa) user behavior analysis, game content is now the third most popular type of download, network-wide, after music and porn. With over 30 million users previewing and buying games with increasing regularity, P2P networks aren’t just for hackers anymore, but are among the most significant new channels for game sales.

The most notable shift over the past year has been the consumer’s willingness to adopt the download model for game acquisition. In recent research conducted by Trymedia, over 70% of downloadable game buyers said they would prefer to get all their favorite games via download. Although that statistic, most likely, cannot be projected to the entire universe of game buyers, it may be considered a harbinger of things to come in the near future, as broadband spreads and more publishers get on the DD bandwagon.

Developers and Digital Distribution
While it may not seem immediately obvious, developers are playing a critical role in the evolution of digital distribution. Despite the fact that developers have much to gain from end-user adoption of downloading (more revenue, customer relationships, and faster turnaround), most have yet to adopt a strategy for DD. Some, however, such as PopCap, GameHouse and Team17 have implemented advanced digital distribution strategies that are already generating profits.

So, what exactly is the developer role in the DD scenario? To better understand how developers can control and profit from digital distribution, it is beneficial to look at three key vectors: Design, Dialogue and (the) Deal.

Designing for Digital Distribution
Start by believing that your game will end up digitally downloaded. Whether you and your publisher put it there, or crackers do it, there will be thousands of copies of your title floating around the ‘net – sometimes even before it's released. That is, one way or another, you need to design for digital distribution.

There are two main objectives in developing an effective technical approach to digital distribution:

A) Make the game as easy as possible to get, try, buy and share; and

B) Make the game as difficult as possible to crack, hack and duplicate.

(In this order and for a reason -- it’s about revenue, stupid!)

To achieve "A", you, the developer, should focus on making a few, minor design changes that will optimize your game for eventual digital distribution. Although many of these items seem straightforward (and you’re already doing them), they are incredibly important for this channel, so it’s worth repeating:

1) The first level/episode should be an excellent, engaging and highly addictive "trial" of your game. Because most digitally distributed games come in "try-before-you-buy" format, the first experience a user has with the game is critical, and the first level (or set of levels) makes a clean, easy and effective place to put the trial’s end. And, although no one wants to require a manual for gameplay, it can be the kiss of death in digital distribution where the user has no print materials handily available.

2) You’re showing a trial, but selling the whole game, so wherever possible, think about withholding some of the more exciting game features until after the first level or group of levels (the trial period). This will provide some additional incentive to users to buy the complete game. When designing high-value features, like multiplayer, try to keep the code base separate, so these elements can be easily restricted to only the full version of the game, thereby providing another incentive to buy.

3) Avoid serial numbers, keys or integrity checks. Most DD technology providers have very sophisticated tools to ensure that your game has not been pirated, and you can typically even get these tools for free. While your team may be excellent at security, DD companies are engaged full-time in thwarting hackers and, given that, they are likely to have better outcomes. Further, your homegrown security could interfere with the process of getting your games ready for legitimate online distribution in the future. And, most importantly, consumers hate having to enter keys/codes. Effective DD solutions obviate the need for codes/keys in the initial purchase, making the user experience even more seamless and trouble-free.

4) Avoid configuration utilities that are required for game launch. These interfere with the smooth try-buy process that is the holy grail of digital distribution.

5) Use advanced compression where possible, especially for lossable file types such as audio and video. Again, if you choose the right DD technology partner, you’ll have access to some great compression tools that will significantly help you minimize file size and maximize the user experience.

6) Consider that patches will be full-exe in your design plan. Most DD providers will require that any patches and fixes (which can be easily pushed online) completely replace the exe they are patching. This is to ensure the integrity of the security scheme, and is generally a minor burden on the end user. To maximize the positive effects of this change, group your compiled code into the smallest logical file unit that optimizes for playability. This will ensure maximum flexibility when/if patches are eventually required.

7) Keep CD-ROM code under conditional statements so that you can easily build a version for DD that does not require CD-ROM checks.

To achieve "B" (security), you should rely on your chosen DD partner to provide you with a robust, flexible and easily healed security solution. Balancing the need for excellent security against high levels of usability is also now a win-win, with many DD providers doing a commendable job at both. In short the winning axiom here is to choose your partners carefully.

For both A & B, you should use a DD technology that has a track record of success and the appropriate tools for your game. Try to incorporate low-level security hooks into the product during the development cycle so that once the game is released, it’s easier for you and your publisher to take it live online. Either way, most technology providers have something today that can help you.

Having "The Talk" With Your Publisher – Birds and Bees Optional
Once you’ve decided that you want to take an active role in digital distribution of your title, you need to tell your publisher. Let them know that you not only agree to have your game downloadable, but that you encourage it. Because many of you even operate your own fansites for your games, and have lists of end users, you might even consider selling the game from your own site. If you eventually participate in the process like this (commonly called an "affiliate"), you can expect to receive anywhere from 5% to 15% of the selling price for being a point of distribution.

The developer’s opinion on the subject of digital distribution is critical to the publisher. You might be surprised at how often the publisher-side marketing and production groups -- worried about injecting another issue into their relationship with you -- are unwilling to start the DD conversation for fear of derailing the process. Your strong and unequivocal support (along with your technical contribution) to DD can help maximize your games’ revenues, while taking money out of the hands of pirates. That’s a win-win for everyone.

The New Deal
Regardless of how strongly you advocate for digital distribution, you will need to consider how it impacts your publisher deal. In fact, your contract may already include digital distribution rights. If these rights are granted but remain dormant, they are not maximizing your royalties, and you should ensure that you get some commitment for digital sales efforts. It is not uncommon for publishers to hold onto DD rights in a negotiation but never actualize them until well after the game is back-catalogue. This approach can depress your royalties, and should give you obvious motivation to rectify the situation.

Maximizing revenues means getting a game released simultaneously in both retail and online channels. The benefits are obvious, and with the right DD partner, your game can be all over the web and P2P networks within hours of its release. If you proactively place and promote your title online, you also have an improved chance of displacing pirated copies. Although some companies have had tremendous success at doing displacement post-release, experience shows that you will increase revenue (without cannibalizing retail) by releasing your games simultaneously. In research conducted by Trymedia on online game buyers, over 60% said they had no prior intention to buy their downloaded game at retail, but they did buy it directly online. This helps make the case that people who buy games via download were not going to walk into a Best Buy near you.

Many developers also retain reversion-rights. This is where you get the rights to your game back after a period of time. If it’s possible, and you want to run your own DD campaign, you should attempt to get these rights back after your standard contract has lapsed.

If you end up doing your own digital distribution, you would be well served to involve one of the online game aggregators and/or technology providers to help sell your product. These companies can provide a wide range of services, including security, payments, distribution, marketing and promotion. For their services, you will pay from 20%-70% of your product’s sales, depending on what services you choose. Unless you have a strong desire to do everything yourself, go for the most complete offering you can find, especially for your first title. Later, you can always increase your contribution to the process, and thereby reduce your commissions paid.

Of course, if you’ve done some good thinking in the design phase, protecting and distributing your titles online should be cake. But, even with unmodified content, most DD providers can do remarkable things. If your game was not optimized for online distribution, you’ll probably still be able to reap the rewards online.

Conclusion
As originally proposed, digital distribution has plenty to offer. Whether you develop simple puzzle games, or major RTS titles for the hardcore gamer, Internet and peer-to-peer distribution may offer an exciting opportunity: untapped (non-cannibalizing) revenue, greater control, and a better end user experience. By carefully evaluating both your design and partnership choices, and by advocating strongly with your publisher, you can help to thwart piracy and make money in the process.

If you want to hear some real-life stories about digital distribution: the good, the bad and the ugly – and what your fellow developers have learned about it (so you can avoid the same mistakes), the GDC organizers have set up two panels on the subject at this year’s event (see links, below), or feel free to contact me at gabe@trymedia.com.

AUTHOR BIO
Gabe Zichermann, VP of Strategy and Communications, Trymedia Systems
Gabe Zichermann has been directly involved in the research and evolution of new distribution strategies for the game industry over the last several years. Trymedia Systems’ ActiveMARK technology enables the secure monetization of games and software on the Internet, Peer-to-Peer Networks and via CD/DVD. ActiveMARK has been tested in more than 10 million downloads, powering secure digital revenues for independent game developers as well as leading entertainment software publishers such as Disney Interactive, Ubi Soft and Infogrames. Previously Zichermann was Director of Marketing for the Game and Web Divisions of Miller Freeman/CMP (The organizers of the GDC and publishers of Gamasutra.com and Game Developer magazine). He also pioneered efforts in the e-commerce field at Cisco Systems, BayNetworks/Nortel and Checkpoint Software.

Digital Distribution Resources:

GDC Panels:
Product Success in Online Software Distribution

https://www.cmpevents.com/GDx/a.asp?option=C&V=11&SessID=774

Proven Strategies for Self-Publishing on the Internet: Real-Life Stories of What Works and What Doesn't
https://www.cmpevents.com/GDx/a.asp?option=C&V=11&SessID=512

Digital Distribution Partners:

Company Role URL
RealNetworks – RealArcade Aggregator / Portal www.realarcade.com
Yahoo!Games Aggregator / Portal games.yahoo.com
MSN Zone Aggregator / Portal zone.msn.com
Gamespy Technology Provider / Portal www.gamespy.com
Trymedia Systems Aggregator / Technology Provider www.trymedia.com
Steam (Valve) Streaming Technology Provider www.steampowered.com
Exent Streaming Technology Provider www.exent.com
NetQuartz Technology Provider www.netquartz.com
Softwrap Technology Provider www.softwrap.com

 



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