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- #Browser game vs. native game install
- #Browser game vs. native game download
- #Browser game vs. native game free
Aside from some of the obviously bad decisions I made years ago, I don't feel it's at all out of place in today's market (or to be more positive: guess I was ahead of my time with that idea). Today I don't notice much if any performance slack at all compared to official websites and other products available on the web and the game feels perfectly serviceable as "a web product". graphics, performance, etc) that truly improves the experience, you want to avoid that hurdle.Īlso here's a thought: when I initially wrote my web based singleplayer RPG about 7 years ago, it felt slow, clunky, and out of synch with the rest of the market. So unless you are gaining something for that hurdle (i.e. If it isn't web accessible, you've already added a hurdle.
#Browser game vs. native game download
It's not just a matter of "hey go to this website" vs "here download this thing" - it's down to the shifting mentality of how customers approach products. I would not do this with my own games, much less other people's, unless it's a well known product. In every case, the native nature was an additional hurdle to be jumped over that I only put up with because I knew the product or had good reason to believe it was good. They are all products I was aware of for a long time or already had an interest in with one exception. Personally, as a hobby gamedev who doesn't game or dev much anymore, I can count the number of native games I've downloaded these last years on my fingers. It's added steps to get into the game that probably are not really needed on modern hardware. Games are a bit of an outlier but, even so, unless you need the performance, you gain nothing for native. The thing is that most virtual products on the market today are not delivered as native apps and, if they are, it's a supplement of something that was on the web first. Unless you need native performance, there's not much reason to go that route. If at all possible, browser based I'd think - and mobile compatible if you can make that work at all.
#Browser game vs. native game install
It just seems significantly easier to tell people to try my game by opening a website compared to telling them to install it on Steam? How do I get over the initial Steam adoption hump especially for a multiplayer game that absolutely needs an active playerbase? I'm worried about my game never getting any players at all.
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The main reason I'm considering building for web is adoption. I have a slight preference for native right now, because I feel like bandwidth costs will be significantly cheaper, performance will be better and I can use UDP sockets if I have to (although TCP seems to be working fine right now given that my game is not a shooter and doesn't require millisecond-level precision). In terms of programming experience I have a decade of experience as a senior engineer so I can pick up either, so I'm not trying to limit myself in terms of programming language.
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I'm having a bit of an existential crisis in terms of choosing which technology to use for the client - web based vs "native". I'm building a 2D multiplayer game that's similar to Minecraft/Rust/Terraria but supports more players (up to 500 per realm right now). Feedback Friday Screenshot Saturday Soundtrack Sunday Marketing Monday WIP Wednesday Daily Discussion Quarterly Showcase Related communities 1 For questions, get in touch with mods, we're happy to help you.
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#Browser game vs. native game free
Free assets OK, be sure to specify license. If you need to use screenshots, that's ok so long as is illustrates your issues.ĭo not solicit employment.
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Use discord, /r/indiegames, /r/playmygame or /r/gamedevscreens.īe specific about your question. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams.
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