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- Mar 3, 2013
- 1,574
- 2,529
I never paid much attention to "Flash" web-games. Lately, I've been reading about the Flash/HTML5 web-game marketplace. I didn't even realize there was a market for web-games.
If I understand it correctly, these guys make skinnable HTML5 games and license them to websites that are looking for interesting web assets. The "True Valhalla" guy below, has dozens of games, and claims to have made $250k licensing them out. Some clients want to buy the code outright, and some just want to license it, brand it, and run it on their site for a few months.
WebGL looks awesome, and should only get better when Web Assembly gets here. At that point, casual computer users may not need to install software, and Chromebooks will be even more useful. I ran the "Sponza" demo below on an i3 Chromebook, and it looked great. Seeing what technology can do makes me think about what kind of solutions can be developed to solve people's problems.
I've written mobile apps that are really good at what they do, but are not what mobile users needed. Redone as a web-app, companies in the associated field might want to license the web-app and make it free to their customers. Another example, you could make a movie trivia game, that only included the movies from Sony. Sony could then license that game, and host it on their site. As an HTML5 game, it would work on iOS/Android/PCs/Chromebooks. Another benefit is that Apple and Android would be excluded from the monetization process, and you could not be banned from the app store because your app is actually a website.
There is also the possibility of putting the web asset in to a mobile app, and releasing it as a "native" app. Usually I found that "HTML5 apps" on mobile sucked performance-wise, and perhaps they still do, but I'm trying to think out of the box. Maybe there already is a new box, and I just noticed it.
The benefits of an HTML5/WebGL app over a native iOS/Android app, appears to be:
- Apple does not take 30% of any monetization
- Your app cannot be removed from the App stores
- You can use any content that is legal (porn)
- You get paid by one or more businesses, rather than fickle consumers
- You own your Intellectual Property
- Your IP is not bound to someone else's IP (see Facebook's new React license)
- If you are licensing your IP, you don't have to worry about monetization
- Your development tools can be anything, you don't specifically need a Mac
The cons seem to be:
- Generally slow performance on mobile devices
- Apps/Games are much simpler than native ones
- Requires a connection to the internet
When Web Assembly gets here, the only negative will be a required internet connection. If there isn't one already, I expect there will be a lot of interest in HTML5 WebGL games/apps. There might even be something like Ruby-on-Rails or Laravel, where the generated system is HTML5/JS/WebGL/WebAssembly.
Well, I'm excited. Here are some links:
Technology Examples:
http://www.babylonjs.com/Demos/Sponza
http://www.babylonjs.com/Demos/Train
Business Examples:
http://www.gamesbrief.com/2014/08/go-html5-or-die-how-to-make-up-to-50-000-usd-from-a-html5-game
http://truevalhalla.com/blog/buy-html5-games
http://jessefreeman.com/articles/my-take-on-monetizing-html5-games
Markets:
http://www.marketjs.com
https://codecanyon.net/category/html5/games
If I understand it correctly, these guys make skinnable HTML5 games and license them to websites that are looking for interesting web assets. The "True Valhalla" guy below, has dozens of games, and claims to have made $250k licensing them out. Some clients want to buy the code outright, and some just want to license it, brand it, and run it on their site for a few months.
WebGL looks awesome, and should only get better when Web Assembly gets here. At that point, casual computer users may not need to install software, and Chromebooks will be even more useful. I ran the "Sponza" demo below on an i3 Chromebook, and it looked great. Seeing what technology can do makes me think about what kind of solutions can be developed to solve people's problems.
I've written mobile apps that are really good at what they do, but are not what mobile users needed. Redone as a web-app, companies in the associated field might want to license the web-app and make it free to their customers. Another example, you could make a movie trivia game, that only included the movies from Sony. Sony could then license that game, and host it on their site. As an HTML5 game, it would work on iOS/Android/PCs/Chromebooks. Another benefit is that Apple and Android would be excluded from the monetization process, and you could not be banned from the app store because your app is actually a website.
There is also the possibility of putting the web asset in to a mobile app, and releasing it as a "native" app. Usually I found that "HTML5 apps" on mobile sucked performance-wise, and perhaps they still do, but I'm trying to think out of the box. Maybe there already is a new box, and I just noticed it.
The benefits of an HTML5/WebGL app over a native iOS/Android app, appears to be:
- Apple does not take 30% of any monetization
- Your app cannot be removed from the App stores
- You can use any content that is legal (porn)
- You get paid by one or more businesses, rather than fickle consumers
- You own your Intellectual Property
- Your IP is not bound to someone else's IP (see Facebook's new React license)
- If you are licensing your IP, you don't have to worry about monetization
- Your development tools can be anything, you don't specifically need a Mac
The cons seem to be:
- Generally slow performance on mobile devices
- Apps/Games are much simpler than native ones
- Requires a connection to the internet
When Web Assembly gets here, the only negative will be a required internet connection. If there isn't one already, I expect there will be a lot of interest in HTML5 WebGL games/apps. There might even be something like Ruby-on-Rails or Laravel, where the generated system is HTML5/JS/WebGL/WebAssembly.
Well, I'm excited. Here are some links:
Technology Examples:
http://www.babylonjs.com/Demos/Sponza
http://www.babylonjs.com/Demos/Train
Business Examples:
http://www.gamesbrief.com/2014/08/go-html5-or-die-how-to-make-up-to-50-000-usd-from-a-html5-game
http://truevalhalla.com/blog/buy-html5-games
http://jessefreeman.com/articles/my-take-on-monetizing-html5-games
Markets:
http://www.marketjs.com
https://codecanyon.net/category/html5/games
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