Just What Is Episodic Gaming, Anyway?
Source: bloomberg.com
TL;DR
- BusinessWeek explains episodic gaming as a nascent trend lacking industry consensus on its meaning.
- GameTap VP Rick Sanchez defines it by episodes released on a regular schedule, unlike irregular "installment gaming."[[1]](https://www.bloomberg.com/news/articles/2007-02-02/just-what-is-episodic-gaming-anyway-businessweek-business-news-stock-market-and-financial-advice?embedded-checkout=true)[[2]](https://www.gamedeveloper.com/business/why-bother-with-episodic-games-)
- It promises faster feedback and lower-risk content delivery modeled on TV seasons for PC gamers.[[2]](https://www.gamedeveloper.com/business/why-bother-with-episodic-games-)
The story at a glance
BusinessWeek reporter Kris Graft interviews GameTap VP Rick Sanchez to clarify episodic gaming, a business model in its infancy amid rising digital distribution. Sanchez notes varying definitions across the industry and distinguishes true episodes from mere installments. The piece comes as services like GameTap promote scheduled content drops, akin to TV, with Telltale's Sam & Max as an early example.[[1]](https://www.bloomberg.com/news/articles/2007-02-02/just-what-is-episodic-gaming-anyway-businessweek-business-news-stock-market-and-financial-advice?embedded-checkout=true)[[2]](https://www.gamedeveloper.com/business/why-bother-with-episodic-games-)
Key points
- Episodic gaming has no settled definition; "if you ask any two people in the industry, you’ll get a different answer," per Sanchez.[[1]](https://www.bloomberg.com/news/articles/2007-02-02/just-what-is-episodic-gaming-anyway-businessweek-business-news-stock-market-and-financial-advice?embedded-checkout=true)
- True episodes require release on a regular schedule or defined timeline; uncertain next-episode dates disqualify a game.[[1]](https://www.bloomberg.com/news/articles/2007-02-02/just-what-is-episodic-gaming-anyway-businessweek-business-news-stock-market-and-financial-advice?embedded-checkout=true)
- Sanchez contrasts it with "installment gaming," like Ritual's Sin Episodes, which lacks strict timing.[[3]](https://www.bloomberg.com/news/articles/2007-02-02/just-what-is-episodic-gaming-anyway-businessweek-business-news-stock-market-and-financial-advice)
- Episodes must stand alone yet build to a larger story, last short play sessions, and form a brief "season."[[2]](https://www.gamedeveloper.com/business/why-bother-with-episodic-games-)
- GameTap invests in originals like Telltale's Sam & Max, where feedback from episode 1 improved episode 2 gameplay.[[2]](https://www.gamedeveloper.com/business/why-bother-with-episodic-games-)
Details and context
Sanchez's view aligns with GameTap's push for PC digital content at $8.95 per episode, far below $40-$70 retail games, targeting busy users seeking bite-sized play amid iTunes-era habits.[[2]](https://www.gamedeveloper.com/business/why-bother-with-episodic-games-)
The model enables quick iteration: Sam & Max episode 1 drew praise but puzzle gripes, fixed in "Situation: Comedy."[[2]](https://www.gamedeveloper.com/business/why-bother-with-episodic-games-) This TV-like feedback beats years-long traditional cycles.
Valve's Half-Life 2 episodes and others get flagged as installments, not episodes, for looser schedules.[[2]](https://www.gamedeveloper.com/business/why-bother-with-episodic-games-)
Key quotes
“I think if you ask any two people in the industry, you’ll get a different answer [as to what episodic gaming is].” — Rick Sanchez, GameTap VP of content[[1]](https://www.bloomberg.com/news/articles/2007-02-02/just-what-is-episodic-gaming-anyway-businessweek-business-news-stock-market-and-financial-advice?embedded-checkout=true)
“[A game] can’t really be considered episodic when you don’t know when the next episode is coming out.” — Rick Sanchez[[1]](https://www.bloomberg.com/news/articles/2007-02-02/just-what-is-episodic-gaming-anyway-businessweek-business-news-stock-market-and-financial-advice?embedded-checkout=true)
Why it matters
Episodic gaming tested new paths for digital PC sales and serial storytelling as retail boxed games dominated. For developers, it cut risks via pilots and tweaks; players got affordable, ongoing content without full-game buys. Watch if scheduled drops revive amid modern live-service trends, though the model faded post-2007 experiments.[[2]](https://www.gamedeveloper.com/business/why-bother-with-episodic-games-)