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Prepare for Distribution
Artem Petrov
Development
Team Lead
1
Target audience 2
• PC games
• Partially applicable to consoles
• Mostly useful for free-to-play
Publishers, developers
What is digital distribution?
3
4
Publishing
Market research
Manufacturing
Advertising
Localization
Distribution
Feedback
Maintenance
Retention
Let’s distinguish digital distribution and game streaming
At least in this presentation
5
Game Streaming 6
Next generation
Video streaming
• Server-side rendering
• Video stream from server to client
• Input stream from client to server
Assets streaming
• Client-side rendering
• Game requests assets in advance
• Assets are being downloaded during gameplay
Game Streaming 7
Streaming types comparison
Feature Video Assets
Efforts to integrate Medium -> Low High -> Medium
Time to play ~ Zero ~ Minutes (first sessions)
Network bandwidth impact High Medium
Network latency impact High Low
Picture quality depends on Bandwidth
Streaming provider
Local PC
Sharing rendering HW Yes No
8
Streaming is still future
for the most
But it’s about to change in several years
Back to digital distribution
How to distribute your game efficiently
9
What is our* goal? 10
• Reduce time to play
• Minimize amount of downloaded data
• Minimize disk space requirements
*your
Install size 11
Tip #1
Split game client into several parts
Install size 12
Tip #1
Split game client into several parts
• Users start playing earlier
• Less disk space required in general
• Not all users need the highest resolution that you
may offer
• Simpler DLC implementation
Updates size 13
Tip #2
Keep your packages in order
Updates size 14
Tip #2
Keep your packages in order
• Preserve file order in a package
• Don't change content if you don't need to
(timestamps, markers, etc.)
Updates size 15
Tip #3
Follow single case style
Files amount 16
Tip #4
Limit the number of files to 10K
maximum
Files amount 17
Tip #4
Limit the number of files to 10K
maximum
…but keeping everything in single file is also bad
Environment 18
Tip #5
Test with long (and containing
Unicode) installation path
Environment 19
Tip #5
Test with long (and containing
Unicode) installation path
…and avoid long paths inside game folder
Fair play 20
Tip #6
Think about client-side Anti-Cheat
in advance
Let’s summarize 21
What did we learn?
Questions!
22
Thank you!
Feel free to contact me artem_petrov@wargaming.net
23

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Artem Petrov "Preparing for distribution"

Editor's Notes

  1. Consoles has their own guides and requirements which usually cover a lot of questions If you buy a game – you install it
  2. What are we preparing for? Definition Distribution efficiency depends on game also
  3. It was mentioned, that publishers are target audience Relation between distribution and publisher Distribution is tightly connected
  4. Two main types
  5. Bandwidth, latency
  6. Users happiness Free-to-play Disk space requirements influences funnel
  7. It may need installation It may break funnel It may be a part of Distribution Platform It may require constant changes in files