集成过程相对简单。转变为 app bundle 格式有助于轻松从 Google 扩展文件更改为安装时分发模式。实现快速跟进式分发和按需分发系统也很简单,因为它们类似于 Gameloft 现有的 DLC 系统并包含替换所需的一切信息,其中包括快速下载速度、下载进度信息和下载状态。“由于 PAD SDK 已经处理完了较为繁重的工作,因此只需要替换一些调用,让 PAD 来完成其余工作就可以了”,Gameloft 平台运营总监 Maximilian Rodriguez 说道。
转变为 Android App Bundle 后,Gameloft 集成了 PAD 的三种分发模式:
安装时分发 - 在《狂野飙车:极限越野》中,最初发布时使用的是 Google 扩展文件 (OBB)。
[null,null,["最后更新时间 (UTC):2020-06-01。"],[],[],null,["# Gameloft acquires 10% more new users with Google Play Asset Delivery\n\nBackground\n----------\n\nIn 2000,\n[Gameloft](https://play.google.com/store/apps/dev?id=4826827787946964969) was\ncreated with a passion for games and a desire to bring them to players around\nthe world. They were an early pioneer developing for mobile and now have a\nportfolio of over 190 games. Many of Gameloft's mobile games are\ngraphically-intense and have a large download size. This made them a compelling\npartner in the early development of Google Play Asset Delivery (PAD), a set of\ndelivery features for games services that build on our App Bundle\ninfrastructure. PAD provides free, dynamic delivery of the right game assets to\nthe right devices at the right time. This intrigued Gameloft as they set out to\nswitch from the traditional APK + OBB system, reducing CDN costs, and improving\nthe overall user experience for their players.\n\nWhat they did\n-------------\n\nThe integration process was relatively straightforward. Moving to the app bundle\nformat made for an easy change from Google Expansion files to Install-Time.\nImplementing the Fast-Follow and On-Demand systems was also simple since they\nare similar to Gameloft's existing DLC systems and contain everything needed for\nreplacement, including fast download speeds, download progress info, and\ndownload state. \"Since the heavy lifting was already handled by the PAD SDK, it\nwas just a matter of replacing a few calls and letting PAD do the rest,\" said\nMaximiliano Rodriguez, Platforms Operations Director at Gameloft.\n\nOnce moved to the Android App Bundle, Gameloft integrated PAD's three delivery\nmodes:\n\n- **Install-Time** ---in *Asphalt Xtreme*, originally released using the Google Expansion Files (OBBs).\n- **Fast-Follow** ---in *Asphalt 8*, originally released using an in-house asset-delivery system for secondary downloads.\n- **On-Demand** ---in *Minion Rush: Despicable Me*, originally released using an in-house asset-delivery system for downloading additional assets as users progress through levels in the game.\n\n**Asphalt 8**\n\nResults\n-------\n\nGameloft saw a reduction in CDN costs for both *Asphalt 8* \\& *Minion Rush*. With\nFast-Follow delivery, they have had a significant increase in the number of\nusers who completed the secondary download to start playing the game. This also\nresulted in better user retention, with 10% more new players compared to their\nprevious CDN asset delivery system.\n\nWith the promising early results and seamless implementation process, Gameloft\nplans to use PAD in more of their upcoming releases. They plan to lower their\ngame's footprint on devices and provide an overall better experience by dropping\nthe old APK + OBB system in place of using the app bundle format and PAD's\nInstall-Time feature. At the same time, they are investigating the switch to\nOn-Demand for additional games that use their proprietary asset-delivery system,\nas well as combining Play Asset Delivery delivery modes in the same game. For\nexample, the initial asset download in a game could be through Fast-Follow, then\nthe in-game asset downloads could be through On-Demand. They suggest splitting\ndata into three categories:\n\n- The data that your app needs to run the first time.\n- The data that your app can live without for the beginning, but will need after a few minutes of usage.\n- The optional data that only some users will need.\n\nGet started\n-----------\n\nGet started today by learning more about\n[Play Asset Delivery](/guide/app-bundle/asset-delivery) and discover how\nGameloft approaches building for larger screens in the\n[Apps, Games, \\& Insights podcast](http://appsgamesinsights.googledevelopers.libsynpro.com/building-for-larger-screens-and-better-game-experiences-episode-7)."]]