[casual_games] The 10 meg file limit
Lennard Feddersen
lennard at RustyAxe.com
Fri Nov 18 11:59:11 EST 2005
I've got a simple to use tool chain - probably far less sophisticated
than Tom's - that uses zlib to build a single binary containing all of
my data. It's not a big engineering effort and it makes data analysis,
making a demo or preview release easier and once you have your data all
in one place you find other things you can do. I've used similar
systems when I was working in mainstream gaming and the one thing big
timer saver that I would recommend to anyone building such a scheme
would be to make sure that your file system can also check for the
existence of a file outside of the large data file so that, during dev.,
you can just drop new files into your root directory and go rather than
waiting for a new data binary build.
My 2 cents,
Lennard Feddersen
CEO, Rusty Axe Games, Inc.
www.RustyAxe.com
Lennard at RustyAxe.com
P. 250-635-7623 F. 1-309-422-2466
3521 Dogwood, Terrace, BC, Canada, V8G-4Y7
Tom Park wrote:
> What everyone has been saying makes plenty of sense, but I was just
> curious:
>
> How much engineering analysis/effort is put into the optimizing the
> download size?
>
> For a small indie team of one or a few people, maybe it's just
> impossible to justify spending much time to doing an analysis. Perhaps
> the only effort that can be spent is ensuring that there's no unused
> files included in the deliverable, and the rest is left to
> the installer's compression.
>
> However, I'm wondering who can answer relevant questions about their
> titles like:
> 1) What is the overhead of the installer?
> 2) What is the size of the executable versus the size of the assets?
> 3) If you use a custom scripting engine, what is the overhead of the
> runtime module and how much space is saved by the scripts?
> 4) What is the ratio of the number of asset files to the total size of
> the assets?
> 5) What is size distribution of the runtime assets?
>
> In my industry (mobile), there are hard limits to the download size
> (e.g. 64K, 100K, 128K, etc), so you can imagine we are forced to put a
> lot of engineering effort into the download size. We have a fairly
> sophisticated build system and asset pipeline that must target 100's
> of devices and their relative limits.
>
> Tom
>
> ----- Original Message -----
> *From:* Daniel Bernstein <mailto:danielb at sandlotgames.com>
> *To:* george at infiknowledge.com <mailto:george at infiknowledge.com> ;
> 'IGDA Casual Games SIG Mailing List'
> <mailto:casual_games at igda.org> ; mitzim at tikgames.com
> <mailto:mitzim at tikgames.com>
> *Sent:* Thursday, November 17, 2005 8:02 PM
> *Subject:* RE: [casual_games] The 10 meg file limit
>
> I completely agree that the 10 Meg download is arbitrary, although
> if you have a web game, try to keep it under 2 MB. The expectation
> is different when you are playing a game online vs. downloading.
>
>
>
> Daniel Bernstein
>
> President/CEO
>
> Sandlot Games
>
>
>
> ------------------------------------------------------------------------
>
> *From:* casual_games-bounces at igda.org
> <mailto:casual_games-bounces at igda.org>
> [mailto:casual_games-bounces at igda.org] *On Behalf Of *George Donovan
> *Sent:* Thursday, November 17, 2005 4:47 PM
> *To:* mitzim at tikgames.com <mailto:mitzim at tikgames.com>; 'IGDA
> Casual Games SIG Mailing List'
> *Subject:* RE: [casual_games] The 10 meg file limit
>
>
>
> ISpy was over 100 megs and it did great on Real Arcade's channel.
> I think there is a Risk of a game being downloaded less and
> possibly having a higher conversion rate, but if the game is very
> good, Word of Mouth will Rule and people will wait for it to play
> and hopefully buy.
>
>
>
> ------------------------------------------------------------------------
>
> *From:* casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org] *On Behalf Of *Mitzi McGilvray
> *Sent:* Thursday, November 17, 2005 8:45 PM
> *To:* 'IGDA Casual Games SIG Mailing List'
> *Subject:* RE: [casual_games] The 10 meg file limit
>
>
>
>
>
> Go look at Fate from Wild Tangent. It's a stunning game and it
> blows the 10 MB boundary out the door.
>
>
>
>
>
> We have one title that had a nice run on the Top 10 lists and it
> was 15 MB. It's called Cinema Tycoon. However, our rule of thumb
> is still to stay within the 10 MB boundary as that is what our
> partners have asked us for. I wouldn't get to freaky about that
> last MB. I don't think that will make a big difference.
>
>
>
>
>
> -Mitzi
>
>
>
> GM, Casual Games
>
>
>
> TikGames
>
>
>
> 650.403.0123 x2005
>
>
>
>
>
>
>
>
>
> ================================================
>
>
>
> In the past, there was an unwritten rule of casual games that you
> shouldn't go over 10 megs for the download. While it wasn't a
> hard and fast rule - I had heard from a number of portals that
> cracking ten megs would noticeably impact your sales and downloads.
>
>
>
> I'm wondering if you all think that is still the case -
>
>
>
> We just finished up a game and it weighs in at a hefty 11megs.
> Squeezing that last meg out looks like a very very difficult task
> - I'm wondering if it is worth it.
>
>
>
> Thanks!
>
> James Baker
> Principal
> WDDG/Inferno/Funtank
> 212-219-9222
> james at wddg.com <mailto:james at wddg.com>
>
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