RealArcade
{{Short description|Defunct gaming service}}
RealArcade (formerly RealOne Arcade) was a gaming service run by RealNetworks that sold casual-style computer games to individual users,{{cite web|first=Walter|last=Mossberg|url=https://www.wsj.com/articles/SB106323038086874500|title=Gore-Free PC Games Can Help While Away Those Senior Moments|newspaper=The Wall Street Journal|date=September 11, 2003|accessdate=January 30, 2024|archive-date=January 30, 2024|archive-url=https://archive.today/20240130142012/https://www.wsj.com/articles/SB106323038086874500|url-status=bot: unknown}} launched in 2001. Its purpose was to let users download demo versions of games, and optionally buy the full versions.{{cite news | url=https://www.pcmag.com/article2/0,2817,33221,00.asp | title=PC Magazine Reviews: RealArcade | date=January 8, 2001 | access-date=December 14, 2008 | first=Michael E. | last=Ryan}} Beginning in 2005, a mobile version was made available on some carriers.
The service ceased its operations in 2009, completing its merger with the GameHouse portal.
History
=First iteration of RealArcade=
Before RealArcade, RealNetworks had been offering downloadable games (as Real.com Games) since April 2000,[https://www.gamespot.com/articles/realcom-gets-into-games/1100-2541955/ Real.Com Gets Into Games][https://www.streamingmedia.com/Articles/ReadArticle.aspx?ArticleID=62864 Real.com Games Site Growing] amassing three million downloads by May 2001. Work on what would become RealArcade started in 1999, hiring Ted Woolsey for its development.{{cite web|author=Cifaldi, Frank|date=August 29, 2005|title=Playing Catch-Up: Ted Woolsey|url=https://www.gamedeveloper.com/game-platforms/playing-catch-up-ted-woolsey|work=Gamasutra.com|access-date=2007-09-12|archive-url=https://web.archive.org/web/20121007150612/http://www.gamasutra.com/php-bin/news_index.php?story=6361|archive-date=October 7, 2012|url-status=live}} The service was announced in March 2001, with a consumer launch set for the second quarter. The service was initially limited to developers.[https://www.ign.com/articles/2001/03/22/realnetworks-launches-realarcade RealNetworks Launches RealArcade] Over 30 developers were involved, including GameHouse[https://variety.com/2001/digital/news/realnetworks-bows-platform-1117795761/ RealNetworks bows platform]
On May 14, 2001, RealNetworks launched the beta version[https://betanews.com/2001/05/15/realnetworks-debuts-realarcade-beta/ RealNetworks Debuts RealArcade Beta] of the RealArcade service, in an attempt to diversify its core business assets. The service was created to capitalize on the growth of the videogame industry, and would be used as a platform to boost PC game sales, in a market dominated by console games. Games were set to be priced between $10 and $20.[http://www.cnn.com/2001/TECH/fun.games/05/15/realarcade.games.idg/index.html RealArcade makes online games available] RealNetworks was not the first company to do so, as Shockwave.com had started selling games the week before. RealArcade was set to launch with 120 games. By October, there were now 170 games available. An e-commerce version (RealArcade Gold) was released at the time, with subscribers receiving a $100 credit with the purchase of several games.[https://www.gamespot.com/articles/realarcade-goes-gold/1100-2817216/ RealArcade goes gold] The rental section, which was added at the time, had eleven titles available, and planned to add three or four new titles per month.{{Cite book |url=https://books.google.com/books?id=WSwhAAAAIBAJ&pg=PA61 |title=RealNetworks to rent online video games |publisher=New Straits Times |language=en}} It also predicted a potential European user base of 30 million.[https://www.clubic.com/actualite-42873-.html RealNetworks lance RealArcade en Europe] On March 1, 2002, StarHub Internet became the first ISP in Singapore to distribute the service.[https://corporate.starhub.com/about-us/newsroom/2002/march/01032002_starhubinternetintroducesrealarcadeinsingapore.html StarHub Internet Introduces RealArcade In Singapore]
On March 20, 2002, six new language editions of RealArcade's website launched, in French, Italian, German, Dutch, Spanish and Portuguese. The move was to increase its international user base. At the time, the program had been downloaded 4.5 million times, with a grand total of 15 million game downloads and 450,000 purchases. The company had teamed up with Telstra, StarHub, Tiscali and Rede Brasil Sul to distribute its games either using their portals or using CDs.[https://edition.cnn.com/2002/TECH/internet/03/21/real.arcade.idg/index.html RealArcade goes after international players]
=RealONE Arcade=
On July 1, 2002, coinciding with the rebrand of RealPlayer to RealONE Player, RealArcade was renamed RealONE Arcade and added the Game Pass service[https://variety.com/2002/digital/news/real-issues-gamepass-in-sub-battle-1117869284/ Real issues GamePass in sub battle] In October, it inked an agreement with Vivendi Universal's Flipside, enabling access of its competitive games for its user base.[https://variety.com/2002/digital/markets-festivals/deals-stream-for-top-techs-1117875249/ Deals stream for top techs] An agreement with Sega followed in November 2002 to provide ten emulated Sega Genesis games for download.[https://www.ign.com/articles/2002/11/18/sega-on-the-pc Sega on the PC] The games were made available in January 2003,[https://www.eurogamer.net/article-47178 Sega launches pay-to-play 'classics'
] while the Sega game catalog was increased during 2003.{{Cite web |date=2003-12-08 |title=Sega.com |url=http://www.sega.com/games/pc/segaclassics.jhtml |access-date=2024-09-26 |archive-url=https://web.archive.org/web/20031208162509/http://www.sega.com/games/pc/segaclassics.jhtml |archive-date=2003-12-08 }}[https://www.sonicstadium.org/news/games/sonic-knuckles-lands-on-realone-arcade-sonic-spinball-coming-soon-r1001/ Sonic & Knuckles Lands on RealOne Arcade, Sonic Spinball Coming Soon] The service launched the RealOne Arcade Game Developer Showdown in March 2003, with the winner receiving both the game on RealOne Arcade and a prize of $100,000, with a prize of $25,000 for the two runners-up.[https://www.gamedeveloper.com/game-platforms/real-networks-announces-100k-downloadable-game-development-contest Real Networks Announces $100k Downloadable Game Development Contest] The winning title was Jammed Again!.[https://ubm-twvideo01.s3.amazonaws.com/o1/vault/GD_Mag_Archives/GDM_October_2006.pdf Game Developer - October 2006]
The success of RealOne Arcade in 2003 led to profits for shareware game developers such as PopCap Games and GarageGames.[https://money.cnn.com/2003/06/18/commentary/game_over/column_gaming/index.htm The return of shareware] Revenue of RealNetworks' games unit skyrocketed in the third quarter of the year.[https://www.animationmagazine.net/2005/03/realarcade-gamehouse-250-million-downloads-but-whos-counting/ RealArcade, GameHouse 250 Million Downloads. But Who’s Counting?]
=Second iteration of RealArcade and closure=
With the acquisition of GameHouse (one of its first providers)[https://www.wsj.com/articles/SB107515827155412127 RealNetworks to Acquire Gamehouse] in January 2004, the software reverted to its initial name RealArcade.[https://www.animationmagazine.net/2004/01/game-maker-gets-real-with-web-streamer/ Game-Maker Gets Real With Web Streamer] The following month, it announced a deal with Cablevision's Optimum to provide free access to RealArcade to its Optimum Online subscribers.[https://www.networkworld.com/article/922620/data-center-cablevision-users-get-realarcade.html Cablevision users get RealArcade] It also launched a Japanese version shortly before Ted Woolsey departed. That year, its strategy and puzzle games were attracting a substantial number of female visitors.{{Cite book |url=https://books.google.com/books?id=NMFIAAAAIBAJ&pg=PA15 |title=Move over boys |publisher=The Vindicator |language=en}} New broadband deals in France, Belgium and the Netherlands were announced on October 17, 2005.[https://www.gamesindustry.biz/realarcade-continues-european-expansion-with-distribution-to-leading-media-companies RealArcade Continues European Expansion With Distribution To Leading Media Companies] The mobile version launched in the same month on the O2 carrier in the United Kingdom, using the I-mode mobile internet service.[https://www.gamesindustry.biz/netsize-powers-realarcade-for-o2-s-i-mode Netsize powers RealArcade for O2's i-mode] An American launch on Cingular followed suit.[https://www.gamespot.com/articles/realnetworks-cingular-back-casual-games/1100-6134687/ RealNetworks, Cingular back casual games] A new version, in association with Playphone, was released the following year.{{Cite web |url=http://www.realnetworks.com/company/press/releases/2006/real_playphone.html |title=RealNetworks Launches RealArcade Mobile Content Site with PlayPhone|website=real.com|publisher=RealNetworks|date=September 13, 2006|access-date=September 9, 2012 |archive-url=https://web.archive.org/web/20070902144740/http://www.realnetworks.com/company/press/releases/2006/real_playphone.html |archive-date=September 2, 2007 |url-status=dead }}
In 2006, RealArcade had about 700,000 game demos downloaded per day.[https://www.engadget.com/2006-08-18-realarcade-head-talks-casual-game-growth.html?_fsig=d4aI_Ho0NgKzkhUzXi4Ulg--%7EA RealArcade head talks casual game growth] A new developer service launched in May that year.[https://www.gamespot.com/articles/realnetworks-introduces-realarcade/1100-2699712/ RealNetworks introduces RealArcade] On July 26, it inked deals with three German ISPs and websites, T-Online (Deutsche Telekom), Freenet and RTL. At the time, Germany had the largest PC game market.[https://www.gamesindustry.biz/realnetworks-continues-european-expansion-of-realarcade-and-zylom-casual-games-with-distribution-to-leading-media-companies RealNetworks continues European expansion of RealArcade and Zylom casual games with distribution to leading media companies] It published a mobile game based on the South Park Imaginationland trilogy in July 2008.[https://www.pocketgamer.com/south-park-imaginationland/south-park-imaginationland-heads-to-mobile/ South Park Imaginationland heads to mobile][https://www.pocketgamer.com/south-park-imaginationland/south-park-imaginationland-hits-iphone/ South Park Imaginationland hits iPhone] That same month, it signed an agreement with Topics Entertainment to distribute some of RealArcade's published titles in the North American retail market.[https://www.rttnews.com/661979/realnetworks-selects-topics-entertainment-as-exclusive-distributor-realarcade-games-in-north-america-quick-facts.aspx RealNetworks selects Topics Entertainment as Exclusive Distributor RealArcade Games in North America - Quick Facts] Its mobile games were the highest-scored in the second quarter of 2008 by the quality index of mobile game news website Pocket Gamer, ahead of Gameloft.[https://www.pocketgamer.biz/realarcade-tops-pgbiz-quality-index-for-q2-2008/ RealArcade tops PG.biz Quality Index for Q2 2008]
RealNetworks announced in 2008 that it would spin off its casual games unit.[http://web.archive.org/web/20150222044210/https://www.seattlepi.com/business/article/RealNetworks-spins-off-games-1272883.php RealNetworks spins off games] In December 2008, it started developing six games for iOS platforms, among the first of which was Tiki Towers.[https://www.pocketgamer.biz/tiki-towers-heralds-iphone-expansion-for-realarcade/ Tiki Towers heralds iPhone expansion for RealArcade] The game was also the first title to be ported to WiiWare on December 22.[https://www.nintendolife.com/news/2008/12/realarcade_interview_tiki_towers RealArcade Interview - Tiki Towers] On November 3, 2009, it was announced that RealArcade would merge with GameHouse, forming a single game portal. The corporate rationale suggested that RealArcade was running on "substantially older technology" than GameHouse's website.[https://www.gamezebo.com/news/realarcade-and-gamehouse-to-merge-into-one-online-game-portal/ RealArcade and GameHouse to merge into one online game portal] The mobile service withdrew the name RealArcade in March 2010.[https://www.pocketgamer.biz/realarcade-mobile-rebranded-as-gamehouse-on-carrier-decks/ RealArcade Mobile rebranded as GameHouse on carrier decks] The last game published under the brand for mobile services was a licensed game based on the 2010 Winter Olympic Games.[https://www.iclarified.com/7711/realarcade-releases-vancouver-2010-iphone-game RealArcade Releases Vancouver 2010 iPhone Game]
Software
Consumers downloaded a free RealArcade software, which worked like RealPlayer, here, acting as a portal to download the games. Game files were sped up thanks to a data compression service, which RealNetworks acquired in January 2000 (NetZip). Users of anti-virus programs would have to frequently update the software in order to limit computer slowdowns.{{Cite book |url=https://books.google.com/books?id=aacpAAAAIBAJ&pg=PA57 |title=Check out online card and board games |publisher=Gainesville Sun |language=en}} A custom version of LithTech was used, which was used in its first game published on the service, Tex Atomic's Big Bot Battles.[https://www.gamedeveloper.com/game-platforms/lithtech-realnetworks-combine-technologies-for-new-realarcade-distribution-platform LithTech, RealNetworks Combine Technologies For New RealArcade Distribution Platform]
The main section was the Game Guide, which featured recommendations and new releases. The Web Games section provided free online games. The Game Channels section provided commercial titles by company.[https://www.darrenlock.com/writing/winxpme.pdf XPress Yourself - Windows XP and games - Darren Lock] The program had a "Scan for Games" function which automatically recognized all of the games installed on the user's PC. RealArcade also featured forums, which were often related to the games available.[https://uk.pcmag.com/first-looks/31491/realarcade-beta RealArcade (beta)]
Sales model
RealArcade distributes games on a time-limited demo basis.[https://edition.cnn.com/2002/TECH/internet/05/23/net.real.arcade/index.html?related Review: RealArcade for PC gamers] Each game downloaded has a trial time of 60 minutes unless differently specified by each publisher. Once the trial time expired, users are required either to uninstall the game from their computer or to purchase the full version of the game.[https://st.japantimes.co.jp/writer/computer_english/2003/ew20030829/ew20030829textframe.htm Fantasy worlds and foreign lands] Users can also subscribe to a RealNetworks service called GamePass, introduced in 2002.[https://variety.com/2002/digital/news/real-issues-gamepass-in-sub-battle-1117869284/ Real issues GamePass in sub battle] For a monthly fee, it offers a free ownership of a single game of their choice per month at no additional fees and $5.00 off each game purchase.{{cite web|url=http://www.realarcade.com/gamepass |title=GamePass by RealArcade |access-date=December 14, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20081010160539/http://www.realarcade.com/gamepass |archive-date=October 10, 2008 }}
Winners of its Game of the Year awards
=General=
=Strategy=
- 2007: Build-a-lot{{cite web|url=http://www.realarcade.com/game?gameid=buildalot&src=gmpg|title=Build-a-lot|access-date=2007-12-15|work=realarcade.com|url-status=dead|archive-url=https://web.archive.org/web/20110715161357/http://www.realarcade.com/game?gameid=buildalot&src=gmpg|archive-date=2011-07-15}}
References
{{reflist}}
{{Software digital distribution platforms}}
{{DEFAULTSORT:Real Arcade}}
Category:Internet properties established in 2001
Category:Internet properties disestablished in 2009
Category:2001 establishments in Washington (state)
Category:2009 establishments in Washington (state)
Category:Browser-based game websites
Category:Software companies based in Seattle