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How a HTML5 game can be buyable? I mean, if it is HTML, even though you obfuscate the code or apply encryption, the whole html and javascript is already on your browser means you already have the whole code. then how can it be buyable? I don't understand.

I mean even if you make sure that unauthentic person can not play your games. But there is a possibility that an authenticated user can steal your assets like images, scripts etc.. And by making some changes if redistributes the same how the buying thing protects that? How to achieve this protection?

  • How do you plan letting users (customers) to access your HTML (code)? You can always require a login and a necessary communication with your license sever before the game can be played. – πάντα ῥεῖ Mar 5 '18 at 18:47
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    Note: obfuscation is largely useless because obfuscated code still runs. – msanford Mar 5 '18 at 18:58
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    Possible duplicate of How can software be protected from piracy? – gnat Mar 5 '18 at 20:47
  • The question doesn't make sense, just because something can be pirated it doesn't mean that there is no point licensing it. People can pirate closed-source software too, yet there are still law-abiding people who pay for it. – Sean Burton Mar 6 '18 at 17:01
  • How can be a phone buyable? I mean, I can unassemble it and get all its parts. Like Phones, the hardware (in this case the HTML) part is probably the cheapest part. The expensive one is the services and the user experience. That is far away from to be copied just as "HTML code". – Laiv Mar 7 '18 at 7:49
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The usual solution is to put part of your game logic on a server somewhere and have your game communicate with it using AJAX or similar.

In the server code you can check for license keys.

In short, the customer never has the whole code.

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