列举HTML5游戏最易创收的选择渠道
作者:Ben Chong
上篇有關(guān)創(chuàng)收主題的文章發(fā)布自今已有6個(gè)月。就HTML5游戲的迅猛發(fā)展速度而言,現(xiàn)在是時(shí)候該撰寫新內(nèi)容。注意,本文瞄準(zhǔn)的是最容易創(chuàng)收的方式。
Chrome Web Store
Chrome Web Store from blogoscoped.com
首先是最簡(jiǎn)單的方式。托管你的游戲,在上面運(yùn)行廣告。兩個(gè)值得信賴的廣告網(wǎng)絡(luò)是:
* Google Adsense——浮動(dòng)利率,但這主要取決于游戲頁面的內(nèi)容。嘗試插入HTML5相關(guān)的關(guān)鍵字,因?yàn)椴簧俟驹贖TML5相關(guān)的廣告上投入更多資金。你多半會(huì)看到許多“Ludei ? HTML5”和“CocoonJS”廣告。利用這一渠道,確保其中若干廣告支出最終流入你的囊中。
* Ad4Game——這一網(wǎng)絡(luò)呈現(xiàn)純粹的游戲廣告。你將推廣其他來自大型游戲工作室的作品。eCPM(游戲邦注:千人印象成本)約是1.50 – 2.00美元,他們進(jìn)行及時(shí)的NET30 Paypal付款。聯(lián)系A(chǔ)ngelica,告訴她你的作品搭載Chrome Web Store,她會(huì)非常樂于協(xié)助你。
若你有足夠的勇氣,不妨嘗試谷歌的In-App Payments API。了解相關(guān)情況需要1個(gè)小時(shí),整合游戲則需要若干小時(shí)。這里假設(shè)你的游戲能夠順利搭載內(nèi)容付費(fèi)模式。
在Web Store,獲得推薦至關(guān)重要。
獲得推薦的普通游戲平均每天的體驗(yàn)次數(shù)是1000次。在游戲版面首頁獲得推薦的游戲(在正上方)的日均體驗(yàn)次數(shù)是6萬次。
若你展現(xiàn)公司工程師所創(chuàng)建的內(nèi)容,谷歌將非常高興。若你希望自己的游戲獲得推薦,記得整合若干谷歌API:WebGL、Chrome Fullscreen和Web Audio等。你顯然無法植入所有功能,但融入其中些許功能能夠讓你超越其他游戲開發(fā)者。只要你準(zhǔn)備就緒,不妨向谷歌開發(fā)擁護(hù)者推廣可玩作品。
成本:服務(wù)器托管費(fèi)用、整合時(shí)間和宣傳時(shí)間
iOS和Android
通過具體包裝引擎(游戲邦注:如appMobi、Ludei’s CocoonJS、 GameClosure和Spaceport)展開你的游戲。
Ludei顯然是唯一公開告知世界其引擎如何杰出的公司。他們具備完整的創(chuàng)收渠道(iAd和內(nèi)在付費(fèi)機(jī)制),這對(duì)開發(fā)者來說是個(gè)有利條件。
這里的優(yōu)點(diǎn)在于,只要你成功掌握上述其中一個(gè)引擎,你就能夠接觸到整個(gè)手機(jī)應(yīng)用市場(chǎng),但用戶是否會(huì)下載你的游戲就是另一回事了。
在發(fā)行游戲前,記住你只有一次試驗(yàn)機(jī)會(huì)。如果你的游戲在App Store以失敗收尾,你也許可以通過免費(fèi)日促銷/價(jià)格調(diào)控進(jìn)行挽救。但你通過促銷活動(dòng)獲得的下載高峰水平不會(huì)持續(xù)存在。你的游戲?qū)⒀蜎]于每日新發(fā)行的1000款游戲之中。找出自己的細(xì)分市場(chǎng),通過TouchArcade之類的開發(fā)者論壇進(jìn)行合理營(yíng)銷。不要忘記通過Kotaku之類的博客進(jìn)行宣傳,他們欣賞精彩的推廣內(nèi)容。
成本:
* appMobi就游戲開發(fā)工具包索取99美元。
* Spaceport就你的收益分成10%。
* CocoonJS和GameClosure無需付費(fèi),但你需要親自聯(lián)系這些公司。
* 學(xué)習(xí)如何運(yùn)用工具及同游戲進(jìn)行結(jié)合所耗費(fèi)的時(shí)間。
* iOS開發(fā)賬號(hào)每年的費(fèi)用是99美元。
* Google Play賬號(hào)每年的費(fèi)用是25美元。
Facebook平臺(tái)的canvas游戲并未得到應(yīng)有的關(guān)注度,但若制作得當(dāng)?shù)脑?#xff0c;它們依然相當(dāng)有利可圖。源自游戲邀請(qǐng)/活動(dòng)的病毒式傳播是你在設(shè)計(jì)Facebook游戲時(shí)所應(yīng)著眼的元素。
廣告和虛擬商品(Facebook Credits)在此效果顯著。注意,Facebook不允許運(yùn)行谷歌廣告,所以你需要尋找其他諸如Ad4Game之類的游戲廣告合作伙伴。
另一建議:不是所有HTML5游戲都能夠在Facebook順利運(yùn)作,因?yàn)樗麄兊挠脩粢廊挥幸欢ū壤藬?shù)采用陳舊瀏覽器。該怎么辦?最佳辦法就是委婉要求他們下載和使用Chrome,或是Google Chrome Frame插件。
成本:
* 服務(wù)器托管費(fèi)用
* Facebook API的整合時(shí)間
Mac App Store
Mac App Store from popsci.com
這不像iOS App Store那樣受歡迎,但依然值得進(jìn)行嘗試。此平臺(tái)最早的一款HTML5游戲是《Onslaught Arena》。
Google+Games
谷歌在選擇合作伙伴方面有些吹毛求疵(游戲邦注:主要是為了維持用戶體驗(yàn))。你需要具備一定名氣及持有熱門作品(《Triple Town》就是其中典型)。
Intel App Up Store
Intel讓你能夠接觸到PC應(yīng)用市場(chǎng)。這里沒有硬性收益數(shù)據(jù),他們會(huì)通過少量資金贊助鼓勵(lì)開發(fā)者。
Pokki Store
Pokki Store from vikitech.com
Pokki讓你能夠接觸到桌面游戲市場(chǎng)。將你的游戲包裝在他們的SDK當(dāng)中,然后展開!我們沒有游戲創(chuàng)收情況的硬性數(shù)據(jù)。據(jù)悉,他們最近開展了HTML5游戲競(jìng)賽,事實(shí)證明這有利可圖。
Mozilla App Marketplace
這將于2012年第3季度發(fā)行。Firefox有約25-28%的瀏覽器市場(chǎng)。從理論上來說,將你的游戲置于此處將能夠帶來和Chrome Web Store平臺(tái)相當(dāng)?shù)氖找嫠健ozilla制定較大計(jì)劃,尤其是在移動(dòng)平臺(tái)。查看這是否有效配合App Marketplace將是個(gè)有趣過程。
出售地區(qū)銷售權(quán)
越來越多發(fā)行商著眼于將新鮮HTML5內(nèi)容植入自己的游戲門戶網(wǎng)站。
這些發(fā)行商旨在授權(quán)運(yùn)行于網(wǎng)頁和移動(dòng)平臺(tái)的游戲作品(游戲邦注:運(yùn)行于移動(dòng)safari/android的游戲)。你可以通過如下方式利用這一平臺(tái):
* 向一位發(fā)行商高價(jià)出售地區(qū)銷售權(quán)(1500-2000美元以上的費(fèi)用)
* 向若干發(fā)行商以500美元以上費(fèi)用出售非專屬權(quán)限
* 向發(fā)行商出售地區(qū)銷售權(quán),從所有廣告/虛擬商品收益中分成60-80%
你可以自由同發(fā)行商協(xié)商任何類型的協(xié)議。多數(shù)開發(fā)者傾向預(yù)先付費(fèi),但若你覺得發(fā)行商的覆蓋范圍非常廣,就谷歌/虛擬商品收益進(jìn)行分成將是明智選擇。據(jù)悉,近來某主流開發(fā)商每月單從谷歌廣告中就獲得4位數(shù)的收益。
成本
* 針對(duì)移動(dòng)網(wǎng)絡(luò)優(yōu)化游戲的時(shí)間
* 將游戲同發(fā)行商API進(jìn)行整合所耗費(fèi)的時(shí)間(必要情況下)
如何尋找這些發(fā)行商?
* 我的初創(chuàng)公司marketJS將HTML5游戲開發(fā)者同發(fā)行商聯(lián)系起來。我們不收取任何費(fèi)用,而且手頭有很多發(fā)行商急切渴望獲得游戲作品。上傳游戲,然后開始協(xié)商!
眾多選擇
這里沒有最佳創(chuàng)收方式。組建團(tuán)隊(duì),選擇突擊銷售方法,分析結(jié)果,然后征求其他開發(fā)者的建議。
我能否全職制作HTML5游戲?
是的,你可以通過制作HTML5游戲獲得5位數(shù)的年收益。這排除開發(fā)承包和資助項(xiàng)目。抓住若干機(jī)會(huì),你也許能夠創(chuàng)造出6位數(shù)的收益。
選擇你的競(jìng)爭(zhēng)項(xiàng)目,測(cè)試各市場(chǎng),持續(xù)完善。游戲行業(yè)非常富有競(jìng)爭(zhēng)性,但能夠?qū)崿F(xiàn)個(gè)人抱負(fù)。(本文為游戲邦/gamerboom.com編譯,拒絕任何不保留版權(quán)的轉(zhuǎn)載,如需轉(zhuǎn)載請(qǐng)聯(lián)系:游戲邦)
Making money with HTML5 games
by Ben Chong
It’s been 6 months since the last guide about monetization was written. Considering how fast things are moving with HTML5 games, it’s timely to write a new one. Please note, this guide chooses the path of least resistance to the money.
Chrome Web Store
Probably the easiest to begin with. Host your game, run ads on it. Two ad networks to trust are
* Google Adsense – variable rates, but it depends a lot on what’s on your game page. Try inserting HTML5 related keywords, because companies are spending more money on HTML5-related ads. You’ve probably seen countless “Ludei ? HTML5 “ and “CocoonJS” ads. Capitalize on this, and make sure some of that ad spend trickles into your pocket.
* Ad4Game – this network displays pure game ads. You’ll be promoting other games from large game studios. eCPMs of about $1.50 – 2.00, and they do very timely NET30 Paypal payments. Contact Angelica, tell her that your game’s on the Chrome Web Store. She’ll be delighted to set you up.
If you’re feeling brave, try out Google’s In-App Payments API. It might take an hour to figure out and a few more to integrate with your game. That is, assuming that your game actually functions well with in-app purchases.
Being featured matters a lot in the Web Store.
A normal featured game fetches about 1000 plays/day. A game featured on the front page of the games section, right at the top gets about 60,000 plays/day, or 60x.
Google loves it when you showcase what their engineers have built. If you want to get your game featured, remember to integrate some of Google’s APIs: WebGL, Chrome Fullscreen, Web Audio, etc. You can’t obviously integrate all of them, but having a few will give you a boost over other game devs. Once you’re ready, start pitching playable games to Google developer advocates. You can find them all here.
Costs: your server hosting fees, integration time and pitching time
iOS and Android
Deploy your game using one of the many wrapper engines out there, like appMobi, Ludei’s CocoonJS, GameClosure and Spaceport.
Ludei seems to be the only one publicly telling the world how great their engine is. They’ve got the entire monetization suite ( iAds and in-app purchases ), which is always a bonus for developers.
The upside is, once you manage to successfully master one of the engines above, you get access to virtually 100% of the mobile app market. Whether people will actually download your game is an entirely different topic.
Before launching your game, remember that you have only one shot at this. If your game flops in the App Store, you might be able to save it by doing free-app-a-day promotions/price manipulations. However, the download spikes you get from promotions do not last. Your game will be piled under 1000 new games being published each day. Find your niche, and market wisely via developer forums like TouchArcade. Don’t forget to pitch to blogs like Kotaku, they always enjoy a good story.
Costs:
* appMobi charges $99 for a game dev toolkit.
* Spaceport takes 10% of anything you earn.
* CocoonJS and GameClosure are free, but you need to personally contact the companies.
* hours in learning how to use the tools and integrating with your game.
* iOS dev account costs $99/year.
* Google Play account costs $25/year.
Facebook canvas games don’t get the attention they deserve, but they’re still wildly profitable if done right. The virality from game invites/activities are what you should be focusing on when designing a facebook game.
Ads and virtual goods (Facebook Credits) work well here. Note that Facebook doesn’t allow google ads running, so you need to look for other game-focused ad partners like Ad4Game.
Another caveat: not all HTML5 games will work perfectly on Facebook, because they still have a percentage of users that have older browsers. What to do? Your best bet is to politely ask them to download and use Chrome, or the Google Chrome Frame plugin.
Costs:
* server hosting fees
* integration time with Facebook APIs
Mac App Store
Not as popular as the iOS App Store, but worth a shot. One of the earliest HTML5 games we noticed here was Onslaught Arena.
Google+ Games
Google is a bit picky when it comes to selecting partners, on grounds of maintaning the user experience. You need to have a reputation and a hit game to be considered ( think Triple Town ).
Intel App Up Store
Intel gives you access to the PC app market. No hard numbers on revenue, but they run a small fund to encourage developers.
Pokki Store
Pokki gives you access to the desktop games market. Wrap your game inside their SDK and deploy! We don’t have hard numbers of how well their games monetize. Last we know, they ran a HTML5 games contest which proved lucrative.
Mozilla App Marketplace
Should launch in late Q3 2012. Firefox has about 25-28% of the browser market. Putting your games here should theoretically produce similar revenue numbers to that of the Chrome Web Store. Mozilla has bigger plans ahead, particularly in mobile. Would be interesting to see if this ties in well with the App Marketplace.
Sell distribution rights
An increasing number of publishers are looking to pepper their own game portals with fresh HTML5 content.
These publishers are looking to license games that run on the web and mobile ( yes, games that run on the mobile safari/android). There are a few ways you can capitalize on this:
* sell exclusive rights for a high price ( $1500 – 2000+ ) to one publisher/
* sell non exclusive rights for $500+, to multiple publishers.
* sell distribution rights to publishers, and take 60-80% from all ad/virtual goods revenue generated
You are free to negotiate any type of deal with publishers. Most developers prefer upfront payments, but if you think the publisher has impressive reach, doing a revenue split from ads/virtual goods might be a smart move. A top developer recently made 4 figures a month from google ads alone.
Costs
* time to optimize your game for the mobile web.
* time to integrate your game with the publisher’s APIs ( if required ).
How do I find these publishers?
* Our startup, marketJS connects HTML5 game developers with publishers. It’s free to use, and we’ve got a good database of publishers hungry for games. Upload a game, and start negotiating!
So many choices
There’s no single best option to monetize your games. Build a team, adopt a shotgun approach, analyze results and seek advice from other developers.
Can I go full-time making HTML5 games?
Yes, you can make a high 5 figures/year by making HTML5 games. This excludes development contracts and funded projects. Snag a few of those, and you might even hit 6 figures.
Pick your battles, test each market, and keep polishing. The games industry is very competitive, but extremely fulfilling.(Source:gamasutra)
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