Sign in to follow this  
usergame

Where is the money in HTML5 games?

Recommended Posts

Any success story is a forced marketing platform. Like Facebook, which cites examples of the success of those who work closely with him on special conditions.

I do not take seriously the information from the TrueValhalla, because it is difficult to believe that with the absolute absence of sponsors' interest in third-party html5, this person earns several thousand dollars a month.

Are they able to earn average .io games? Or the only option to earn less significant amounts is blockchain gambling and blockchain games like CryptoKitties?

So it would be interesting to know the opinion of members of the forum or the real state of things in HTML5 gamedev. And why is everything so bad with this platform compared to mobile? The reason for the quality of the content? In the problems of monetization? In user ergonomics?

Share this post


Link to post
Share on other sites

@usergame hi, I'd echo your scepticism over success stories because they are mostly un-audited and their motivation is frequently self-promotion.  But that's ok and still valuable - if measured on balance and considered as part of a normal distribution.  Earning several thousands of dollars a month is 100% possible while <100% improbable - so an optimist would say it's only opportunity-cost standing in the way.  HTML5 games remain a niche economy - where only the individual can raise their position in the distribution, or create new routes to market.  You mention HTML5 being worse than mobile, whereas I found the inverse to be true (imo app stores are a walled garden that restrict innovation, coupled with over saturated supply) - so it goes to show - different horses for different courses?

Share this post


Link to post
Share on other sites

Cross Code hit Steam's top sellers page briefly a few times.   You can track this down by their kickstarter campaign, when Steam Spy worked, and the boxleiter method.

Other games like Titan Souls on have started as an HTML5 game in a "One Shot" game jam.   Not sure if still HTML5.

Going smaller there's The Next Penelope, isotrode, and The Curious Expetition.

There's also a nice mix mash of games that I've heard are HTML5 on steam.   Though I'm not going to rip them apart to verify and/or haven't heard their devs say anything in developer circles.

Outside of steam the developers of Slither.IO are on the record in a Washington Post interview of exceeding $100,000USD a day.   Though I can't search that site well anymore, and don't want to fight the pay wall.

______________________________

Personally from my own experience, you can develop projects really fast in JavaScript.   Even in my two unfinished projects (a 2D platformer, and playing with the math of orbital dynamics), it's nice how much you can have to show after 40 hours compared to other platforms.

_______________________________

LINKS:
https://store.steampowered.com/app/368340/CrossCode/

https://store.steampowered.com/app/297130/Titan_Souls/

https://store.steampowered.com/app/332250/The_Next_Penelope/

https://store.steampowered.com/app/449140/Istrolid/

https://store.steampowered.com/app/358130/The_Curious_Expedition/

Share this post


Link to post
Share on other sites
1 hour ago, permith said:

Cross Code несколько раз попал на страницу самых популярных продавцов Steam. Вы можете отследить это по их кампании на кикстартере, когда работал Steam Spy, и по методу boxleiter.

Другие игры, такие как Titan Souls, начинались как игра HTML5 в игровом джеме One Shot. Не уверен, что все еще HTML5.

Уменьшение становится следующим Пенелопа, изотрод, и Любопытное Expetition.

Я также слышал о смешанных играх HTML5 на Steam. Хотя я не собираюсь разрывать их, чтобы проверить и / или не слышал, чтобы их разработчики что-то говорили в кругах разработчиков.

Вне конкуренции разработчики Slither.IO записывают в интервью Washington Post превышение 100 000 долларов США в день. Хотя я больше не могу хорошо искать этот сайт и не хочу бороться со стеной заработной платы.

______________________________

Лично из моего собственного опыта, вы можете очень быстро разрабатывать проекты на JavaScript. Даже в моих двух незавершенных проектах (2D-платформер и игра с математикой орбитальной динамики) приятно видеть, сколько вы можете показать через 40 часов по сравнению с другими платформами.

_______________________________

ССЫЛКИ:
https://store.steampowered.com/app/368340/CrossCode/

https://store.steampowered.com/app/297130/Titan_Souls/

https://store.steampowered.com/app/332250/The_Next_Penelope/

https://store.steampowered.com/app/449140/Istrolid/

https://store.steampowered.com/app/358130/The_Curious_Expedition/

HTML5 game on Steam is no longer a web game, but already a PC game. When I talk about the monetization of HTML5 games, I mean the web platform, not the development tool.

Share this post


Link to post
Share on other sites

It would be interesting to know whether these (successful) Steam games leverage the "web game" aspect of their development tool (HTML5) currently or at some early stage?  For example by releasing early demos and creating initial traction that lead directly to fans and sales on Steam.  If so then it's probably a valid example of web game monetization (as a novel route to market).  Slither.io at $100k a day is a great example of a statistical outlier, totally plausible for top spot, yet likely incomparable for anyone outside the top 10, and meaningless to anyone outside the top 100?

Share this post


Link to post
Share on other sites
21 hours ago, usergame said:

because it is difficult to believe that with the absolute absence of sponsors' interest in third-party html5, this person earns several thousand dollars a month

1) Check out this Hiring and Freelancer section http://www.html5gamedevs.com/forum/22-jobs-hiring-and-freelance/ . Even on this forum alone plenty of opportunities are available. Making $2-6K a month with custom H5 game development is not particularly challenging. 

2) I am not actively persuing licensing market. But every once in a while it happens that I retain rights to the "code" of the game that I built for a customer. And you know, I sold licenses this year for *all* of them one way or the other. Either non-exclusive license, or exclusive reskin, or totally custom game built on top of the existing product. 

3) Don't underestimate the effect of good online presense. I have shitty website, did zero job on my online promotion, but in 2013 (!) I was lucky to win Samsung competition. And you know even this summer I got email like: "We found your html5 game in Samsung competiton winners list, is this game available for licensing and are you open for collab?". I think anyone appearing high enough in Google with html5 gaming categories have to pass on offers like this almost daily. :)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this