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

Artem Petrov "Preparing for distribution"

Editor's Notes

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