Ideas to monetize HTML5 Games

Discussion and feedback on Construct 2

Post » Wed Apr 18, 2012 3:14 pm

[QUOTE=Mipey] I've only got one thing to say... Please, please don't go overboard with monetization options.[/QUOTE]

Why?
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Post » Wed Apr 18, 2012 4:03 pm

Here is a hint:


Gamers don't like it when the game is overly monetized; they want to enjoy the game for their buck and tend to resent when they are being constantly pressured or reminded of payment options.

Some games took the monetization too far, to the point where gamers simply turned away from them in disgust.

It's like those annoying telemarketers, you know. Phone rings, answer it after dashing out of bathroom only to find out that they're offering you a great deal for tupperware. The doorbell rings, rush there and see a suit guy with wide grin and a brand new SuperDuperUltraVacuumBeast that supposedly vacuums whole rooms in a matter of seconds. If you buy one, you get a free set of magic brooms, too, hand signed by J.K.Rowling!

Well, I exagerrated a bit, but you get the idea. Don't force players, don't overdo - just let them enjoy the game. If they do enjoy it, they'll come back for more.
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Post » Wed Apr 18, 2012 5:44 pm

Developers might need to switch focus from retailers to players.

I see a lot of ppl aiming for steam, or desustra, or whatever.
When actually HTML5's strength is that you can fully intricate your game within your website, and manage players and monetization from here.

Consider the platform you're using first. Then you'll find the best ways to monetize according to said platform.

A C2 game in steam... I honstely don't really see the point.
From a new player's perspective, it would require the user to download steam, make a steam account, download your wrapped game, and then play.

Now consider your game is on your website.
The new player arrives on your website with an up to date/recent browser, loads the part of the game you allowed him to play, plays it.
From there, you can ask him to give money, to register on the website to play more, and eventualy in the future your other games, etc...

Steam is by no mean a end in itself. it's good for "old business model".

HTML5 can allow us to use a different business model that still appeals to the player and still makes money.
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Post » Wed Apr 18, 2012 8:03 pm

[QUOTE=Kyatric]
A C2 game in steam... I honstely don't really see the point.
From a new player's perspective, it would require the user to download steam, make a steam account, download your wrapped game, and then play.
[/QUOTE]

You make good points there.

But steam has very wide customer base and exposes your game to masses of people. Of course you need to take in account who actually are your audience and who actually are users of steam. But seeing games like terraria and other very indie like titles become hits in steam shows that there is huge potential in steam for indie developers as well.

I think the biggest point I am trying to make here, is these services (mainly talking about steam as it really is heads and shoulders above everyone else in user volumes) take care about the biggest issue (just my observation) indie developer faces: marketing and making people aware of your game. With smaller niche audiences marketing can be done through forums and relevant news sites, but to reach more casual audiences something like steam seems quite necessary and useful.
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Post » Wed Apr 18, 2012 10:23 pm

@vee41: Good points too.
I'm not sure the community on steam can be qualified as casual (but there is a potential debate on the term casual that isn't really the point of the topic).
But indeed, steam represents a large audience and tools to marketize.

To temper my previous post, what really bothers me is some people expecting/talking about a steam integration for C2 like "the end of all pains".
At least I believe that's how they see it. And it is the case one has to be aware that steam isn't the ultimate answer.
You still have to struggle for visibility amongst thousand of other products. And you can't really customize/tune the appearance/package of your game to your liking (all games are displayed the same in the steam shop).

I agree it's tricky/hard to get people to your website (though it can be done).
The advantage is that once the user visits your website, "you won", you're not fighting for visibility, you're all there.
The user doesn't have to watch a video or screenshot, or download a huge client/soft, install it, configure/execute it.
With your HTML5 game, he just goes to the page of your game and once the download is done, he's playing. And also, as the application can be made offline, he won't download it again next time he comes to the page.

I'm OK to have a potential steam integration (also keeping in mind that Steam does not make its API public, if your game is accepted on their platform, than you have access to the documentation of the API, so a plugin that potentialy could exist in any sold copies of C2 is unlikely due to Steam's policy itself), but I do not see it as anything critical or required to monetize right now.
It's another possibility/tool, not an end in itself.Kyatric2012-04-18 22:25:43
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Post » Thu Apr 19, 2012 4:00 am

Some people manage to buy games off of a personal website. I have no clue how they do it.
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Post » Thu Apr 19, 2012 4:59 am

[QUOTE=Mipey] Here is a hint:


Gamers don't like it when the game is overly monetized; they want to enjoy the game for their buck and tend to resent when they are being constantly pressured or reminded of payment options.

Some games took the monetization too far, to the point where gamers simply turned away from them in disgust.

It's like those annoying telemarketers, you know. Phone rings, answer it after dashing out of bathroom only to find out that they're offering you a great deal for tupperware. The doorbell rings, rush there and see a suit guy with wide grin and a brand new SuperDuperUltraVacuumBeast that supposedly vacuums whole rooms in a matter of seconds. If you buy one, you get a free set of magic brooms, too, hand signed by J.K.Rowling!

Well, I exagerrated a bit, but you get the idea. Don't force players, don't overdo - just let them enjoy the game. If they do enjoy it, they'll come back for more. [/QUOTE]

Yes, you are absolutely right because the games from 2009-2012 were sucked because i had no favorite games on these years.

I only care about the standards from 90's which games were masterpieces.

I'm sure the people will love innovative games.
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Post » Fri Apr 20, 2012 2:24 am

maybe add comrcial use for free version on some appStore. money goes only (or proportional) to scirra developers, until it stay enough to buy standart version :).
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Post » Fri Apr 20, 2012 5:05 am

App Stores like APK and IPA can be cracked...

I tought HTML with cloud computing is better for security countermeasures, including offline mode.
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Post » Fri Apr 20, 2012 5:26 am

When it comes to your typical exe style pc game, getting on steam can make a huge a difference. It is just too large of an audience to ignore. Some games like super meat boy would not have seen close to its current level of success without it. If someone is really focused on getting on steam, wouldn't building a version on Construct Classic be more suited?

But for an html5 game, I'm not quite sure. its a different beast.

I'm sure an html5 based game wrapped up will get on there eventually. Its more about quality than how it was made. Valve is a smart enough company to know when its time to really start pushing streaming games through steam. When that happens, getting on steam could be very helpful.

For now i'd be more concerned and focused on facebook or mobile markets with c2.
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