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#41 land of games

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Posted 28 October 2012 - 10:50 PM


I am concerned about the time it will take for HTML5 to become "the new Flash". It seems that HTML5 technology is advancing so slowly that it will take years before most publishers change their minds about what games they will publish. Currently, most publishers only sponsor Flash games, which just annoys me. How long do you think it will take until this change happens?


Still quite a while. HTML5 is still waiting on more support from the big players (Microsoft, etc.) who won't join the party until they're ready. I think HTML5 will be in an interesting place this time next year!

Also, new blog post: "Online Income Report - September 2012"


yes, well there arent too many (good)developers in html5 atm.
I mean, look at marketjs.com. some people like TV make good polished (albeit simple, but thats what publishers pay for atm. Simple games can still be quite addictive (angry birds XD) but the vast majority are making games that lack the polish in a commercial market, or even worse, rip graphics off of existing games (there are quite a number of these)

anyways, youre a great insparation to myself TV. I am currently looking at porting something to studio and putting it on market js.

well, thats my two cents. htg back to finishing my jam game XD
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#42 True Valhalla

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Posted 02 November 2012 - 05:55 AM

Thanks :)

New-ish blog post: Online Income Report #006 – October 2012
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#43 True Valhalla

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Posted 14 November 2012 - 10:27 PM

New blog post: Next Generation HTML5 Mobile Gaming - Infographic
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#44 Tarik

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Posted 14 November 2012 - 11:50 PM

Surprised they didn't mention the need for an internet connection as a con for HTML5. Also would've been nice to see specific sources for specific claims, rather than the list. Otherwise, interesting stuff, thanks.
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#45 True Valhalla

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Posted 15 November 2012 - 12:35 AM

HTML5 games can actually be loaded locally, without an internet connection. GM:S just doesn't let us do that, yet.
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#46 Tarik

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Posted 15 November 2012 - 04:28 AM

I figured that'd be possible but wasn't sure. The reason I partly still mentioned it is it seems they want to have their cake and eat it too. In the sense that they mention 'stays on device after first download' and 'have to download updates' as a pro(?) and contra. But the same is potentially true for HTML5, so you can't really compare the two on that basis.

Besides, I'm always only slightly irked when people categorize something like watching a youtube video, playing HTML5 or browsing a forum as 'not downloading' when obviously they are, unless loaded from cache, and rather only call files downloaded with a (built-in) download manager downloading. But I guess that's just technical vs daily-use semantics.

I'd just assumed that for anyone for who such an infographic would be of any value, it'd be better just to go ahead and focus on cross-platform and subverting of app stores which have often been likened to black boxes and aren't great for the game developers as it limits marketing channels and customer interaction/feedback. That's what I'd love about HTML5.

Would be nice to hear your thoughts on HTML5 versus apps, the future of the market and how it does in terms of performance and scope of potential games. This topic was pretty interesting, even though it's short and outdated: http://gmc.yoyogames...&st=0&p=3779714

That was quite off-putting for me. It doesn't take away much of the strength of HTML5 as a commercial platform, as it's been shown very often that casual light-weight games can be and are commercially succesful. But for any 'passionate' game developer, it's a shame to see such performance limitations, on top of the touchscreen-input limitations. It seems one is restricted to bejeweled-type of games, if you know what I mean, which although succesful, is not exactly pioneering in any artistic way.
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#47 True Valhalla

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Posted 29 November 2012 - 05:07 AM

Thanks for the topic suggestions, it helps a lot to know what people want to read about. In regard to your comment, this post discusses my opinion on the future of HTML5 to a degree.

---

Also, I've posted new articles:

"5 Types of HTML5 Publishers"
"Online Income Report #007 – November 2012"
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#48 True Valhalla

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Posted 10 December 2012 - 12:53 AM

New blog post: HTML5 Game Distribution Experiment
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#49 Hiznopellagio

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Posted 13 December 2012 - 11:59 AM

Cool blog, TV. Did you design all those stuff?

Anyway, this is the first blog that my dad interested with (There's a lot of "How i make **$" there.. 'ya know :P )

Edited by Hiznopellagio, 13 December 2012 - 12:01 PM.

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#50 True Valhalla

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Posted 13 December 2012 - 12:04 PM

Cool blog, TV. Did you design all those stuff?


Do you mean the big banner at the top? Or the games and content? Thanks, btw.

Anyway, this is the first blog that my dad interested with (There's a lot of "How i make **$" there.. 'ya know


Haha, that's pretty awesome! :P
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#51 Hiznopellagio

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Posted 14 December 2012 - 09:15 AM

Well, everythin' there.

Edit: Since i found this blog is cool, i think i might put this blog in my blog (Link on my sig ;)

Edited by Hiznopellagio, 15 December 2012 - 09:09 AM.

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#52 True Valhalla

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Posted 19 January 2013 - 01:56 AM

Thanks, I appreciate it! :)

New posts:

HTML5 Game Distribution Experiment
Online Income Report #008 – December 2012
HTML5 Experiment – Results

I haven't had much time to blog during January since I'm finishing my book.
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#53 Tarik

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Posted 23 January 2013 - 03:29 PM

TV, interesting experiment. I was wondering though, do publishers require exclusivity? Somewhere in your post you mentioned 'each license could make x amount'. As such, I'd assume the publishers you work with don't mind if you make your games public on your own website.

What I'm wondering about, then, is why you wouldn't both make your games public (inc. mobile advertising, and advertising the licensing opportunity) as well as release your game through publishers. (without the advertising, instead, whatever the publisher wants). Right now it seems like it's the one (publisher) or the other (public), instead of the one or the one and the other.

I would understand if you didn't like the return on your time investment. But then, I would seriously reconsider the framework of your experiment, as it's not really accurate on the long term. After all, what the publisher makes money from and pays you with, isn't much different from what you make money from if you publish yourself to the public. Ads. The difference is, they usually have a pretty vast traffic stream and a website that's dedicated to mobile gaming, it's branded as a gaming website and it's got all kinds of simple web instruments (e.g. categories, search, tags, reviews, popularity rankings, social opportunities, server-side saving of in-game achievements) that help players find the games they enjoy and keep coming back for more. You have a blog and a licensing page, but that's more of a professional oriented page than for gamers.

So your experiment is basically putting in lots of time to publish one game through virgin communication channels, versus publishing through established channels. Even if the game was plastered all over the HTML5 gaming websites, it's pretty saturated and it gets drowned out, unless you've established some kind of brand value of a decently sized portfolio of games that are easy to recognize.

If you're thinking about how to go from making 40k a year working 40-80 hours a week, to making a lot more than that with less micromanaging, and sourcing out a lot of the actual development, I'd seriously start considering a long term strategy involving in-house publishing. Basically, develop a new website that's fully branded as a mobile gaming website, instead of a game-dev blog. The unique selling point is, that you can offer quality and quantity and an umbrella brand, as well as lots of control over standerdizing things like in-game achievements linked to user-accounts, because you're developing in-house based on a standard HTML5 template you're probably using for most of your GMS projects. Just like how Steam's API or Xbox live's achievements api was homogenous, and allowed a community to thrive, you could do it too on a smaller scale. A bit like kongregate really.

Most websites that try to do this either don't develop anything in-house and thus have a huge influx of badly designed, ugly looking games that are detrimental to the overal value perception of the website. Or they do develop in-house, but as they're not small HTML5 games and/or have no network to source out any work and can't churn out a large sized portfolio. They end up with only 3-4 titles, not enough to really drive traffic. But you have a portfolio of +20 games, and with a basic HTML5 'engine', for a lack of a better word, it's pretty easy to expand that to 40 by the end of 2013, with 2-3 killer apps. Your games should continue to make money long after they were created, meaning you can slow down your development a bit and save time churning out a new game every month. Additionally, every internet marketing effort affects the value of your entire site, and thereby your entire portfolio, meaning this could save you some time too.

At a later stage you can start to think about allowing other people to embed your games on their websites. With in-house dev and uniform branding, every game out there can drive the exposure and popularity of the rest of the portfolio too, and that's what is missing from your first experiment a bit.

The beauty is, you should be able to kickstart all of this while you're making money through publishers. I'm sure I'm missing some things, as I don't know much about how you operate, what your procedures and time allocation is like, but I made some constructive guesses. Building a revenue stream through in-house publishing isn't easy, but it's worth exploring. If you'd like we could talk about it some more, just PM me if you'd like to bounce around ideas.
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#54 True Valhalla

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Posted 11 February 2013 - 12:46 AM

NEW BLOG POSTS:

My Experience With Publishing A Digital Book
Online Income Report #009 – January 2013

Also, I released my book, Making Money With HTML5! Check it out :)



 

I was wondering though, do publishers require exclusivity?


Not typically. If they do, you're selling an exclusive license. This still allows you to host the game on your own site.

What I'm wondering about, then, is why you wouldn't both make your games public (inc. mobile advertising, and advertising the licensing opportunity) as well as release your game through publishers.


Well, as discussed in the post, it is time consuming, and there's simply no value in it.

I'd seriously start considering a long term strategy involving in-house publishing. Basically, develop a new website that's fully branded as a mobile gaming website, instead of a game-dev blog.


This idea has been thrown around a bit by some of my peers in this field, but I'd rather leave it to them. It's not just about having enough content (which I still couldn't provide), it's about gaining access to the very valuable sources of mobile web traffic that publishers already command. That is not an easy feat. Most of these publishers are sourcing traffic from big-name companies and websites. I don't have the connections, the content, nor enough skill to create a specialized website like this. Furthermore, it wouldn't be profitable anytime soon, certainly not in comparison to all of the time I'd have to invest.

Perhaps if I had more knowledge of web development, that's something I'd consider, but I feel like my existing goals and projects are a better use of my time. I appreciate the post, though :)/>
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#55 Keano

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Posted 17 February 2013 - 08:13 PM

Hello my name is Keano, and I would like to thank you for your blog post and showing people how to earn back thier GM:Studio costs, It is really inspiring to people
and I would like, When I release my first game to YoYoGames Community, Give a shoutout to your Blog site because I am in love with you working, Seriously Keep it
up ;)
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#56 True Valhalla

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Posted 17 February 2013 - 09:57 PM

Hello my name is Keano, and I would like to thank you for your blog post and showing people how to earn back thier GM:Studio costs, It is really inspiring to people
and I would like, When I release my first game to YoYoGames Community, Give a shoutout to your Blog site because I am in love with you working, Seriously Keep it
up ;)


Thank you very much, I really appreciate that :)
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#57 Keano

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Posted 17 February 2013 - 10:46 PM


Hello my name is Keano, and I would like to thank you for your blog post and showing people how to earn back thier GM:Studio costs, It is really inspiring to people
and I would like, When I release my first game to YoYoGames Community, Give a shoutout to your Blog site because I am in love with you working, Seriously Keep it
up ;)/>


Thank you very much, I really appreciate that :)/>



No Thank You :)
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#58 >Edward<

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Posted 09 March 2013 - 07:16 PM

cool ^_^




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