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HTML5 game monetization (web-browser and/or mobile native-wrapper) and anti-cheating. Really?
So, the game is at the concept stage (simple in implementation) and ... many questions arose at once in terms of making a profit from the project implemented in the future.
Main questions: basic points of monetization and the fight against cheaters.
What is the main principle of monetizing modern applications? (except for "without ads")
What people are willing to pay for in the game and it would be desirable to see the spread/statistics by country... (if someone has already researched...)
Question about cheating: who fights and how and whether principle? Do mobile wrappers (phonegap, etc. or some other tools/technologies) help or will nothing save here from cheating players...?
Who will advise what? Who can really share the experience?
Thank you all in advance for your help.
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The only reliable protection against cheats is making calculations on your own server. Everything else is a waste of time and money.
Monetization options primarily depend on the genre and target audience. An abstract game is also monetized abstractly. But there are three main approaches:
- sale of content: hats, levels, pets.
- sale of time savings: various kinds of energy, bonus lives.
- selling advantages over other players.
1. Basic principles of monetization.
A lot depends on what, including your ideology. Do you care about monetization or art? The more flexible you want to include monetization, the more investment in game design it will require. But since you are counting on a quick start, you should choose something simple to start, then look at the statistics and possibly change. As mentioned above, in free2play games, the main sales are benefits (pay2win), energy, and content. All of these options have their own subtleties, do not expect everything to converge from the first game.
Please note that on average, players around the world have already "fed up" free2play, there is a decrease in sales and a search for new models.
Ad grids and no ads is another option. This is no longer compatible with in-game monetization, and good traffic is needed.
You can also sell licenses, be placed on publisher sites, where they themselves turn off ads and share them with developers.
2. Cheating in html5. It is extremely difficult to defend, it can be much more expensive than developing the game itself), so if your mechanics / monetization suffer greatly, then you need to rebuild monetization. Cheaters can be cleaned according to statistics, or synchronized with the server in the process, and reduce the impact. But if you have, for example, battles between players, and some critical client actions, and paid weapons, then this is a problem, you need real-time protection. Otherwise, there will just be complaints and dissatisfaction.
It is not entirely clear what the wrappers have to do with it.
I will share my experience more, write a question here elizavetta.net/question
If you need contacts for publishing, write too.
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