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GameTap
GameTap
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GameTap
DeveloperMetaboli (formerly Turner Broadcasting System)
Operating systemWindows[1]
TypeDigital distribution
LicenseProprietary
Websitegametap.com

GameTap was an online video game service established by Turner Broadcasting System (TBS) in 2006. It provided users with video games and game-related video content. The service was acquired by French online video game service Metaboli in 2008 as a wholly owned subsidiary; Metaboli aimed to create a global games service. The service remained active until October 2015, when it was shut down by Metaboli.

Features

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GameTap was conceived primarily as an online subscription rental service, competing against mail-based services like GameFly. GameTap offered two subscription levels: a Premium subscription with access to the entire content library, and a Classic subscription with access to older console and arcade games running in emulation. GameTap also sold games via the online distribution method.[2] GameTap initially offered a limited selection of games for free play without a subscription, but this option was discontinued.

Originally, GameTap was designed to offer not only video games, but a complete media hub (GameTap TV), taking advantage of the TBS catalog as well as offering original video content, including the animated series Revisioned: Tomb Raider and new episodes of Space Ghost Coast to Coast. GameTap TV has since been discontinued.[3]

Most multiplayer games can be played by two users on the same computer; many others not originally intended to be played outside of a LAN may be played over the internet by using a VPN client such as Hamachi. A limited number of games have been enhanced with an online leaderboard and challenge lobby, adding internet multiplayer to games that previously could only be played face to face. Every Monday GameTap holds a leaderboard tournament with a different game each week.[4]

GameTap Originals

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GameTap has funded the development of a number of titles, with the games subsequently premiering as GameTap exclusives.[5] Such games include Sam & Max Season One and Myst Online: Uru Live.[6]

On February 7, 2007, GameTap announced their third original game, Galactic Command: Echo Squad, from independent developer 3000AD. The four-part episodic game is a space combat title formerly planned for launch in the Summer of 2007. However, it suffered from constant delays, and in early 2008, GameTap announced that it had canceled its deal with 3000AD. "It was a good game, it was very solid, but as we were going through, it ended up not being the right title for our audience," says Ricardo Sanchez. "It was a tough call. I think it’s one of the strongest games [Derek] ever made. We put a lot of effort into it...I honestly think it's one of Derek’s strongest games."[7]

On May 15, 2007, PC Gamer magazine premiered the first look at GameTap's newest original game, American McGee's Grimm, a 24 part episodic series by game designer American McGee.

History

[edit]

In April 2005, Atlanta-based Turner Broadcasting System (a subsidiary of Time Warner) announced that it would create a service that offer classic and newest video games, named GameTap.[8]

GameTap launched on October 17, 2005, with over 300 games and grew to over 1,000.[9][10] GameTap was the idea of Turner employee Blake Lewin.[11] The initial list of game licensees included Activision, Atari, Intellivision Lives!, Midway, Namco, Sega, and Taito.[12] After its inception, more companies licensed their software, including: Eidos Interactive, G-Mode, Ubisoft, Codemasters, Vivendi Games, Konami, Electronic Arts, Capcom, Take-Two Interactive, Interplay and SNK Playmore.[10][13]

On May 1, 2007, GameTap revised its business model to utilize three different service levels: Visitor, Green, and Gold. The Visitor and Green levels were free, had access to a limited selection of games, and were supported by advertising. Green members registered with the site and received access to a few more games. Gold members were essentially identical to paid subscribers as before.

On November 29, 2007, GameTap announced that as of December 11, over 70 games would be removed from their catalog, many of them Electronic Arts or Interplay titles, likely due to expiration of the two-year licensing agreement with those companies.[citation needed]

On January 10, 2008, a GameTap staff member announced the return of the Humongous Entertainment license which restored popular games such as the likes of Putt Putt and Pajama Sam to the library.[citation needed]

On August 6, 2008, Turner Broadcasting announced it was looking to sell GameTap.[14] On September 24, 2008, Time Warner sold the service to Paris-based Metaboli.[15] Turner continued to handle GameTap's operations during the transition period, which lasted until 2009. After the transition, the service became available to non-US/Canadian residents.

On March 31, 2009, GameTap Player was replaced by the plug-in after saying goodbyes to their players, GameTap's business model was again changed - into a GameTap Plug-In; the service was then handled through the website. The subscription levels were changed to Free Pack (selected handful of games for free), a new Classic Pack (reduced-price version of the full service which does not include Windows games), and Premium Pack (the Gold membership). However, due to technical issues, many features offered previously were disabled during the migration. Users with 64-bit versions of Windows could only play games marked as 64-bit compatible. GameTap was working on encrypting the rest of its Windows catalog with Yummy encryption to make them 64-bit compatible.

On October 14, 2010, the American office of Metaboli was shut down and all operations moved to Paris, thus cutting all ties with original Turner employees.

TV shows

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GameTap released Revisioned: Tomb Raider in 2007 via the GameTap TV section of its website. The web series is a collection of ten short animated films that features re-imagined versions of Croft by well-known animators, comic book artists, and writers, including Jim Lee, Warren Ellis, and Peter Chung.[107][108] Episodes ranged from five to seven and half minutes in length, featuring Minnie Driver as Croft. The creative staff was given considerable freedom to re-interpret the character; they did not consult the video game designers, but were given a guide listing acceptable and unacceptable practices. Gametap also released new episodes for the Cartoon Network/Adult Swim animated talk show Space Ghost Coast to Coast with George Lowe & C. Martin Croker reprising their roles as Space Ghost, Zorak & Moltar. The show ended when the video section of the website shutdown in 2008. Their final episode was Barenaked Ladies.

Reception

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GameTap was criticized for its cancellation process, which required customers to contact live support personnel; such calls were noted by reviewers to be deliberately protracted by support staff in an effort to retain subscribers.[16]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
GameTap was an online service established by (TBS) in 2005, providing subscribers with unlimited access to a library of classic arcade, console, and streamed directly to broadband-connected computers for a monthly fee. Launched on October 17, 2005, with an initial catalog of over 300 titles from 24 publishers including and , the platform emphasized on-demand gameplay without downloads, supporting keyboard, mouse, and USB controllers through a custom client or browser plug-in. The service quickly expanded, reaching over 800 games by March 2007 and adding weekly content updates, while incorporating such as game shows and developer interviews to enhance user . In , TBS sold GameTap to Paris-based digital distributor Metaboli, with Turner retaining a minority stake and managing operations until early 2009; under Metaboli, the service shifted focus from retro titles toward newer PC downloads and unlimited play options. In March 2009, Macintosh support was discontinued. By , GameTap closed its offices and restructured to prioritize 64-bit compatibility and modern games, marking a transition away from its original browser-based classic gaming model. The service continued until its shutdown in October 2015.

Overview

Concept and Launch

GameTap was conceived as an innovative online service that delivered browser-based access to a curated library of emulated classic and modern games through a subscription model, allowing users to play titles on demand without the need for individual game downloads or . Developed by , Inc. (TBS), a subsidiary of Time Warner, the platform aimed to capitalize on growing adoption by offering an "all-you-can-play" entertainment network that combined gaming with related video content, positioning itself as a digital equivalent to channels for gamers. The service originated from the vision of Blake Lewin, a vice president of product invention at Turner, who spearheaded its design and development as the company's first entertainment network. GameTap was formally announced on April 27, 2005, with plans to target broadband-equipped households interested in revisiting retro titles and discovering new ones seamlessly via their web browsers. To build its initial catalog, Turner secured licensing agreements with major publishers, including , , , and , ensuring a diverse selection of games from arcade classics to console-era hits at launch. Following a period of internal testing and beta phase earlier in 2005, GameTap launched publicly on October 17, 2005, opening to subscribers with an initial library of over 300 titles. This approach targeted tech-savvy consumers who valued instant playability, fostering a new paradigm for digital game distribution in the mid-2000s.

Business Model

GameTap operated on a subscription-based that provided unlimited access to its game library without requiring upfront purchases of individual titles, distinguishing it from contemporaries like early , which emphasized one-time buys for digital ownership. At launch, the service charged $14.95 per month, with a free two-week trial, supplemented later by on a free tier introduced in to allow users to sample content and potentially convert to paid subscribers. This approach aimed to deliver ongoing value similar to video streaming services, targeting gamers interested in retro and classic titles without the need for . Multiple subscription tiers, including reduced-price options for older games, were added in 2007. Access required downloading custom client software for Windows PCs, limited to two computers per household, which utilized a browser-based player for emulation and enabled instant play of games without additional downloads or installations on broadband-connected PCs. This convenience allowed unlimited sessions of classics like Asteroids or , contrasting with physical cartridges or discs that required hardware and storage. However, the model faced challenges, including high bandwidth demands for loading emulated content, which led to user complaints about slow on lower-speed connections, and difficulties in canceling subscriptions, often requiring phone calls rather than online options.

Features and Services

Game Library and Access

GameTap's core game library comprised over 1,000 titles, emphasizing classic arcade, console, and PC games from the 1970s through the 1990s, with new additions released weekly to expand the catalog. These included authentic recreations of seminal arcade hits such as , , Defender, and Joust, alongside console ports and PC adventures, all licensed from publishers like , , and . The service prioritized high-fidelity emulation to preserve original gameplay mechanics, avoiding glitchy approximations and securing publisher approvals for accurate ports. Emulation was powered by proprietary technology embedded in a downloadable client application developed by Turner Broadcasting, which served as the primary interface for accessing and launching games on Windows and Mac PCs. This client facilitated support for multiple legacy systems, including arcade hardware, , Commodore 64, , and Sega Dreamcast, enabling seamless play of era-specific titles without requiring separate setups. Select emulated games incorporated enhanced features like online multiplayer connectivity and community leaderboards, transforming single-player classics into competitive experiences. The library showcased complete franchises from key licensees, such as Interplay's series, which returned to the service in 2008 following rights reacquisition, and Namco's enduring lineage with multiple iterations available. Access required a mandatory broadband internet connection for authentication, downloading game data, and real-time features, with no provisions for mobile devices or offline functionality to ensure centralized control and updates. While the bulk of the catalog focused on licensed retro titles, it complemented a smaller selection of GameTap Originals for exclusive content.

GameTap Originals

GameTap Originals referred to a series of exclusive video games commissioned and funded by specifically for the GameTap platform, distinguishing the service from its core retro gaming library by introducing fresh, contemporary content designed to engage subscribers with ongoing narratives and new releases. These titles were typically developed in collaboration with independent studios, emphasizing episodic formats that aligned with GameTap's subscription model to encourage long-term retention. A prominent example was , an episodic developed by and released between October 2006 and April 2007, where the first season's episodes premiered exclusively on GameTap before wider distribution. This partnership marked one of the earliest implementations of serialized digital game delivery, with each installment building on the previous to maintain player interest. Another key title was (2008), a twisted fairy-tale episodic series, and Myst Online: Uru Live (2007), a massively multiplayer online adventure revival by . The development process for these originals involved Turner Broadcasting providing financial backing and distribution exclusivity, enabling developers to focus on innovative storytelling without traditional retail constraints, while episodes were released monthly or bi-monthly directly to GameTap's browser-based client to foster habitual subscription use. This approach not only funded experimental projects but also integrated seamlessly with the service's unlimited access model, allowing players to revisit earlier episodes as new ones launched. The Originals initiative significantly impacted partners like Telltale Games, whose work on Sam & Max helped solidify their pioneering episodic model, which emphasized bite-sized, choice-driven narratives and influenced the broader adoption of serialized gaming in titles like The Walking Dead series. Overall, GameTap's originals spanned adventure, puzzle, and casual genres, producing several bespoke titles that enriched the platform's ecosystem and demonstrated the viability of funded digital exclusives in the mid-2000s online gaming landscape.

GameTap TV

GameTap TV was introduced in 2007 as an ad-supported video-on-demand service integrated into the GameTap platform, providing streaming access to alongside the site's gaming content. This expansion allowed free users to watch episodes without a subscription, though premium subscribers enjoyed ad-free viewing and additional perks. The service emphasized short-form content designed for quick consumption, typically featuring episodes lasting 5-10 minutes each. A flagship production was Re\Visioned: Tomb Raider, a 10-episode animated anthology series that reimagined the Tomb Raider franchise through diverse animation styles and narratives contributed by prominent comic book creators. Released weekly from July 10 to November 13, 2007, on GameTap TV, the series was produced by Turner Animation and featured voice acting by Minnie Driver as Lara Croft, with each episode tying into broader game promotions available on the platform. Another key offering included new episodes of the Adult Swim series Space Ghost Coast to Coast, with 17 installments created exclusively for GameTap TV and released through 2008. These episodes maintained the show's satirical talk-show format, interviewing video game industry figures and musicians, and were also produced in-house by Turner Animation to complement the gaming library. All content was distributed via GameTap's browser-based interface, enabling seamless access without downloads and often linking episodes to related playable games for promotional . GameTap TV ceased operations in 2008 as part of a broader restructuring by Turner Broadcasting, which shifted resources back to the core subscription gaming service amid declining focus on video programming.

History

Development and Early Years

GameTap's development began in early 2004 within , where the company focused on creating a broadband-based platform for delivering classic video games via subscription. Turner hired branding firm to develop the service's name, selecting "GameTap" for its evocation of an endless stream of gaming content, while the logo was designed in-house by Turner Studios. The initiative aimed to leverage emerging technology to provide on-demand access to retro titles through a custom client application that included emulation support for various console and PC systems. The service entered beta testing in late 2005, with a closed phase allowing select users ahead of the official rollout on October 17, 2005. At launch, GameTap featured over 300 games from 24 publishers, including classics like , , and more modern titles such as Splinter Cell, all accessible via a downloadable client that served as a gateway to the library. By mid-2006, the game vault had expanded significantly to more than 700 titles, reflecting rapid content acquisition and enhancements to the platform's emulation capabilities for authentic gameplay experiences. A key milestone came on October 17, 2006, with the premiere of the first GameTap Original, Sam & Max Episode 1: , an episodic developed by exclusively for subscribers, marking the service's entry into original content production. Early growth was driven by ongoing library expansions, including the introduction of indie titles through the GameTap Indies program in February 2007, which provided a distribution platform for independent developers and added fresh content to attract diverse audiences. However, the service faced challenges, including technical issues with its emulation software and client application, such as compatibility problems and performance glitches on certain hardware configurations, which drew criticism from users. Additionally, GameTap competed with free online gaming portals like , which offered accessible browser-based Flash games without subscription barriers, pressuring the paid model during its initial phase. Despite these hurdles, the platform achieved steady adoption, bolstered by marketing campaigns targeting nostalgic gamers and integrations with Turner's broader media ecosystem.

Acquisition and Expansion

On September 24, 2008, Paris-based online gaming company Metaboli acquired GameTap from for an undisclosed amount, positioning the service as a wholly owned to facilitate global expansion. The acquisition aimed to merge GameTap's U.S.-focused subscription model with Metaboli's established European presence, creating a unified international platform for on-demand gaming. Turner retained an equity stake in the venture, allowing GameTap to continue operating under its brand while integrating into Metaboli's broader portfolio. Following the acquisition, Metaboli assumed direct management of GameTap in early 2009, emphasizing growth in European markets through enhanced content distribution and cross-regional synergies. The service maintained its core offerings in the U.S., with U.S. offices in Atlanta and San Francisco remaining operational to support ongoing development and user engagement. Expansion efforts included leveraging existing partnerships, such as the multi-year agreement with Strategy First signed in 2007, which continued to provide exclusive access to unreleased titles and previews through 2012, bolstering the library's appeal during the transition period. This integration sought to capitalize on Metaboli's infrastructure in Europe, where the company operated under its own branding to deliver tailored gaming experiences. By 2010, these initiatives had positioned GameTap as part of a larger transatlantic network, though U.S. operations persisted until the announcement of office closures later that year. The focus on international scalability during this phase highlighted Metaboli's strategy to unify channels across continents, enhancing accessibility for diverse user bases.

Decline and Shutdown

In 2010, GameTap closed its office, laying off the technical and support team there, and consolidated all operations in under Metaboli's global support center. This restructuring reflected broader financial pressures, including an $18 million noncash impairment charge for GameTap reported by Time Warner in 2009, signaling declining viability of the subscription model. The shift also involved pivoting the catalog away from retro titles toward newer and to adapt to market changes. Under Metaboli's ownership following the acquisition, GameTap maintained its service for several years as a primarily PC download platform with reduced emphasis on streaming classics, but faced intensifying competition from platforms like and the growing popularity of models, which contributed to broader industry trends of falling subscription revenues. PC game subscription revenue declined 5 percent in 2010 to $1.58 billion globally, as consumers increasingly favored purchases and ad-supported free games over flat-fee access. Metaboli shut down the service in 2015.

Reception and Legacy

Critical Response

GameTap garnered positive critical reception for its emphasis on and accessibility to and rare games that were otherwise difficult to obtain legally. Reviewers highlighted the service's extensive library, which in 2006 included over 500 titles spanning platforms like , Commodore 64, , and arcade systems, allowing users to relive gaming history without the need for hardware or ROM hunting. Titles such as , , and were singled out for evoking fond memories while delivering quick, enjoyable , with the interface praised for its intuitive design reminiscent of a console and support for gamepads. The diversity of the catalog earned high marks for broadening access to rarities from underrepresented systems like and , positioning GameTap as a valuable retro gaming hub at a subscription price of $9.95 per month. However, some critiques noted gaps in coverage, such as the absence of titles due to licensing restrictions and limited options for systems like or . Usability issues also surfaced, including awkward mouse controls for certain emulated games and compatibility problems with newer versions, which could disrupt the experience. Criticisms extended to and subscription practices. In late , the sudden removal of over 70 titles from the library—many from publishers like —drew complaints about rotating availability, undermining the promise of a stable archive and raising questions about long-term sustainability. Early reviews also pointed to the service feeling premature and overpriced relative to its initial offerings, with some emulation quirks preventing games from running smoothly on qualifying hardware despite meeting . User experiences were mixed, with appreciation for original content like episodic series but frustration over occasional technical bugs in emulation, though the service improved over time through updates.

Impact on Gaming Industry

GameTap was an early broadband-based service offering unlimited access to a of over 1,000 and original titles for a flat monthly fee of $9.95 starting in 2006. This service, developed by , allowed instant browser play without downloads or hardware requirements, effectively creating an early digital equivalent to video rental services like for entertainment. Despite its innovations, GameTap struggled commercially with limited subscriber adoption. By demonstrating the commercial potential of curated, on-demand game libraries, GameTap helped popularize subscription platforms, influencing the evolution of services like , which launched in 2017 and expanded the concept to console and current-generation titles. The service's advancements in browser-based emulation significantly shaped retro gaming accessibility, enabling legal playback of console and arcade classics from systems like the , , and without physical media. Through partnerships with publishers, GameTap emulated hundreds of titles while adhering to licensing agreements, which helped revive interest in dormant back catalogs and monetized them for rights holders. This approach paved the way for modern retro-focused platforms, with Antstream Arcade emerging in as a that similarly emphasizes cloud emulation for licensed vintage games across devices. GameTap's Originals program provided crucial support to independent developers, particularly in fostering episodic game formats that delivered serialized narratives in digestible installments. Its collaboration with Telltale Games on Sam & Max Season One (2006-2007) marked a breakthrough, structuring the adventure series like television episodes for weekly browser releases and achieving commercial success that validated the model. This partnership aided Telltale's early growth, enabling the studio to refine episodic storytelling that later defined hits like The Walking Dead, though Telltale ceased operations in 2018 amid industry shifts. By highlighting the logistical hurdles of licensing aging intellectual properties—such as through content rotations—GameTap underscored broader preservation challenges in the industry. The service's reliance on publisher agreements exposed how expiring licenses could render games unplayable, contributing to discussions on the crisis; studies indicate that nearly 90% of pre-2010 titles remain critically endangered due to such barriers. GameTap fully shut down in 2015. Its concepts, including emulation techniques and the subscription model, have informed retro offerings on later platforms like .

References

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