AuthorTopic: Profiting from web games  (Read 11117 times)

Offline Conzeit

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Re: Profiting from web games

Reply #10 on: May 28, 2013, 01:57:20 am
Thank you so much guys! Construct2 looks like the thing to try for me right now...I'm a bit ashamed I feel like I hijacked your thread Mathias =( even more so if it's like PypeBros said and we have a thread for this already...do we? =X

Ditto on the development/monetization article, thanks Pypebros!
« Last Edit: May 28, 2013, 11:00:50 pm by Conceit »

Offline Mathias

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Re: Profiting from web games

Reply #11 on: May 28, 2013, 02:38:46 am
Haha, no don't worry about it! I was able to learn a few interesting things. That's all that matters.

Offline yaomon17

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Re: Profiting from web games

Reply #12 on: May 28, 2013, 03:39:13 am
Thank you so much guys! Construct2 looks like the thing to try for me right now...I'm a bit ashamed I feel like I hijacked your thread Mathias =( even more so if PypeBros and we have a thread for this already...do we? =X

Ditto on the development/monetization article, thanks Pypebros!
I have C2, highly recommend. Easy to use and very flexible. Helpful forums and supports Spriter as well which is awesome.

Offline xhunterko

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Re: Profiting from web games

Reply #13 on: June 02, 2013, 05:29:02 pm
@Conceit I also highly reccommend any code flavor of flixel you can get your hands on. It is stupidly simple and you can have a game running in minutes and customize it and the engine itself to your heart's content. And plus, while flixel itself is an actionscript 3 flash library (i'd reccommend starting there first) it's also been ported over to the Haxe language (html5 compatable) as HaxeFlixel. The best way I know of using it is with Flashdevelop. The only downside of the flash side of flixel is that (and here we get into thread topic :D ) I've not found a good way to monetize it yet. There are tutorials though on FlashGameDojo and around the Flixel forums about the subject though. I've just not tried it myself. Another reason is I don't like ads in games and I don't like punching in a quarter for a 1up. Otherwise if you want to get started making games with programming, I'd say take a look at flixel too. Heck, it's so simple I'd teach it to kids!

Offline Conzeit

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Re: Profiting from web games

Reply #14 on: June 03, 2013, 03:14:17 am
@xhunter

Thanks for the tip man! TBH I still havent tried construct, I guess I'll try both and go with whichever is easier =)
About monetizing, I agree that it really isnt very pretty to do something like that, and I suspect the general pixelation member would be inclined to think it's ugly

all the more reason to think about HOW to do it, what WOULD be acceptable for our standards.
http://www.youtube.com/watch?v=J4qmBuBUatE
some relevant EXTRA CREDITS because I find it's always good food for thought =)

Offline PypeBros

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Re: Profiting from web games

Reply #15 on: June 03, 2013, 07:44:14 am
I don't like punching in a quarter for a 1up.

That actually makes very much sense to me. "Pay $.25 for replay this level, or restart at level 1 for free". Much more interesting than "pay $5 to unlock level 3" (which was the (succesful?) shareware model, btw).

Offline Berzee

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Re: Profiting from web games

Reply #16 on: July 03, 2013, 09:21:40 pm
Old-ish thread but I'll reply anyway just to give some more detailed info based on my experiences. There are five main ways that I know of to make money from a web game:

1. Advertisements, of course. When you post a game on Kongregate, Newgrounds, or a few other places, they'll share the advertising revenue with you. Kongregate for example gives you up to 50% of the profits (or 35% if the game isn't exclusively available on Kongregate...or 25% if you don't implement their achievements system). A quick off-the-cuff calculation tells me that I make about a bit less than a tenth of a penny per play on my most popular Kong game -- so Kingdom Rush, with 12 million plays, will have made about $10,000 from Kong ads -- which alone is probably not that much for such a big game, but still. =P

2. Microtransactions -- I haven't worked with these at all, but presumably those are a big factor in making it worthwhile for the devs to keep working on a game after the initial wave of popularity.

3. Embedded Ads -- these are the silly ads that are built into the program and pop up in between levels and stuff (MochiAds, CPMStar, etc). If your game is picked up and becomes weirdly popular by random Brazilian games portals (like one of mine was, I've no idea why :P) and you're lucky enough to have them use the version where the game hasn't been hacked and the ads stripped out yet, you can get a fairly good result with these too, at the cost of making your game super annoying (which is why I always include a link back to a place you can play it without being interrupted by ads).

4. "Primary Sponsorships" -- this is where a flash game publisher (like Armor Games) pays you to put their logo and branding all over the game before releasing it to The Internet at large. Usually they will make a deal whereby the game is available exclusively from their site for about a week, and afterwards is spread to as many outlets as possible, carrying their logo. This can provide a big chunk of initial money if you can get such a sponsorship (or like, $100 for a little game nobody cares about =P). In most cases, the developers are still the ones who collect advertisement money (from Kongregate and embedded ads...not from ads on the sponsor's site) -- the sponsor just pays to have thousands or millions of people watch their splash screen. ^_^

5. "Secondary Sponsorships" aka "Sitelocks" -- this is where a flash portal site will pay you for a version of your game that has all the embedded ads removed, and which contains their branding, but purely for the right to host it on THEIR website -- so they don't get their logo on the version you spread all over the internet. Usually, Primary Sponsorships will include a clause saying that you can still override that branding to sell Secondary Sponsorships. (So like, I sold a sitelocked version of my game to "Hairy Games" once...they could have bought that from me even the main version of the game had someone else's logo on it).

The way to max out all of these, of course, is to try and get a Primary Sponsorship first of all, and then your game is so awesome that lots of portals want to host a their-site branded version and so pay you for sitelocks (so they can have a pure and uncontaminated copy), while a lot of people also inexplicably play the advertisement-laden version that has seeped into the cracks of the world wide web as well. Plus microtransactions maybe.

On the other hand, I've only made tiny games and only successfully secured one secondary sponsorship and no primary ones. So all of this is probably subject to change if you are a popular developer or are dealing with a weird/innovative sponsor, or if you make some kind of agreement to have all future games sponsored by a particular site (not sure how often that happens). And there might be other sinister money-making plots I'm not aware of, too.
« Last Edit: July 03, 2013, 09:24:55 pm by Berzee »